Just some ideas I had after playing Skyforge

I've been playing since closed beta and I'll throw my input in. I've also play swtor, Gw2, Eso, Wildstar, WoW, RO2, and some others that have been so bad I forgot their names... But almost all I've started from closed beta or open beta.

Skyforge is unique in the fact that you don't gain anything on mob kills except item drops. They incorporate the usual cap limits that all other MMOs do as well. Except here that cap limit doesn't start at endgame, it begins on registration.

Most successful F2P games will compensate with very aesthetically pleasing visuals and cosmetics.

Most F2P games that fail are due to bottlenecking features through a ratio equivalent to time:value. Once the P2W feature casts a shadow over this, the game loses population and either servers are consolidated or the game fails. Once players realize they can work a job for X hours to pay for items in game that would equal X=<1 hour of work pay, they either stop playing all together or slow down their progress and only pay to keep up with their play group.

Skyforge does not have a character design model that is even close to the standards expected today. even Swtor, with an obsolete hero engine can surpass the net profits of Skyforge. You can even compare their financial statements that are required to be publicly know to see this. GW2, the entire endgame is based on cosmetics and they have shown that still nets more money because it allows players to compete equally and just spend money on visual stimulants. Even skyforge's costumes are limiting unless you play a female toon.

Skyforge's game design is also limiting. Designs such as talents and skills are either free to change out, and costs to buy more tabs, or free tabs that cost to change slots. Skyforge bottlenecks it all by limiting tabs and adding a cost to change talents. Honestly, if a character grows and learns abilities, why should it cost them to use an ability they already learned? Skills acquired through level up aren't actually unlocked, they just become available in a mini shop within the abilities tab with a currency equal to transmutation sparks.

The cap limit is fine. You can check every official forum and subreddit for every MMO and you will find hate because people eat up content faster than the devs can produce. The whole game being based around a cap limit ratio of insight:class works out very well. It keeps me playing because otherwise I'd spend my free time grinding out sparks until I hit max endgame and moved on. This build keeps players coming back each week. Majority of players I've seen that have hit endgame have the same opinion.

The largest issue I've seen with this game is God mode. it markets itself on becoming a god yet you spend <1% of the time in God form. It costs so much to become a god that there's little reason to do so. In fact it's more beneficial to wait for someone else to transform in a fight so you can save your faith.

I really like the visuals and play style of the game. Honestly I don't know the story very well, but I've gotten deep enough into endgame that in order to run content I either have to coordinate runs with my main account, or jump on my alt account and queue for anomalies and OI:S for the payout.

I'm not going to parrot the same messages with the upcoming events. Although I agree with the hate because I've seen it over and over again with ffxiv first launch and ro2 initial launch. I'm also biased because I make enough money to pay into the system to be relevant. But my alt account, which is strictly f2p to judge the progression, is only 49k prestige and will not be able to keep up with my 70k main. And both were started in the same week. Temple differences are huge, ring ornaments are huge, vectors are huge, and at a certain level, because I play support, prestige:proficiency doesn't even matter so I can stack these numbers on my main easily. And the more stamina I have the more dmg my 10sec CD protective membrane will reflect back.

TL:DR; there are some issues in the system that, if go unchecked, will cause players to stop playing. It's almost 2016 with so many successful and failed MMOs out there that the devs of Skyforge shouldn't be making such amateurish decisions unless they strictly see this game as a cash cow. In home markets it's fine, but once you open the markets to NA/Australia/EU, you need to tailor to your customers.

/r/Skyforge Thread