Originally Posted by
Khaletohep
I'm a bit disappointed about this ring affair.
Several people posted in the test live forum that they'd welcome an increase in pvp xp gain. Funcom told us they'd look into it. And now these rings have been introduced to the item shop.
I think I speak for all that posted about the issue: That is not what we wanted.
1. Pay to win
I don't like to say it, but these rings cross the red line from "convenience items" to "pay to win". The ring's stats and xp boni are too good for shop items.
2. Pay for tweaks/updates
Adjusting pvp progression is a general issue, not something individual players should be charged for. PvP in its current form is, at least for me, not that exciting. It's imbalanced, the minigame maps are nothing you'll ever get a design price for, and the progression/gear/class gaps are so horrible it's not really a competition of skill, but of class choice / location / having farmed Bori before the nerf. Progression being as slow as it is, it's just not attractive to many people. Selling an item that speeds up progression is not a reasonable or even viable way to fix that.
Do you seriously think I'd pay money to speed up a content published in 2008? That's like selling pve damage buffs that only work on Vistrix.
2. Pricing
The pricing is completely over the top. For the price you demand, people can buy a complete pvp GAME instead of one dubious item in a 2008 game they already pay(ed) for.
Your accounting people probably did some math and apparently think that the optimum prices are to be set very high, as apparently, they think that there're still enough people to buy that s...tuff.
I don't have the numbers, but I dare to say anyhow: That is a fallacy. Look at the world around you. What apps are the best sellers in stores? Those that cost 20 €/$ or those that cost 0.99 €/$? The idea about "micro"payment is setting low barriers for a purchase decision and getting a lot of people to spend a little money each.