Galadriel wrote on Oct 6
th, 2015 at 2:14am:
While I understand where you're coming from, I have to point out that the focus of the game has changed a bit as well. Experience/min seems to matter far more today to the majority of players than immersive content. If there was a steady and stable/increasing income of new players than the focus of content might change to not just being experience/min but also immersion.
This seems common among small time business's or side of the road projects. Make enough in the next few months to stay afloat so that funding for the next thing that can make some money is available. Can also sometimes see it when budget limits have been reached and it's just done for a temp boost in sales to allow a bit more budget their way from either the sales or the bean counters. In Turdbines case, I honestly cannot say which it is.
I believe a lot of us can second this.
I see your point too, and agree somewhat, but I can't get over thinking it's a chicken and the egg problem. New players are not a viable revenue stream, but is that the symptom or the cause. I think it's a symptom of the unhealthy aproach Turdbin has taken. I can't prove that I'm right on that count, but I think the spike in server logins when the default server changes shows they get a steady and significant stream of new players, and the fact that the spike trails to background levels over the next 3 weeks or so shows those players don't stay.
Turbine barely advertises, so those players are drawn by the IP and by word of mouth, meaning they have a much better chance than the average video gamer of liking the complexity DDO offers. They are high quality potential customers.
But they log on to servers where the few low level runs are Elite BB BYOH Zerg runs. The players who might be meandering through testing a new build or race are instead speeding to the end again to farm the crap out of the new pack before they nerf the drop rates to oblivion, or grabbing their 3 past lives before they nerf the new wildly OP class. And how many of those speeders are enjoying the content, as opposed to just picking the fastest way through before Turbine screws them over?
I can't prove it, but for the sake of discussion I'll assert that if Turbine stopped changing the rules and instead focused on delivering new content with the same reward power as existing content, new players would find a much more welcoming environment as experienced players took more leisurely strolls through heroic lives. Some would still zerg, but enough wouldn't to make a much better community.
And furthermore, there wouldn't be as much of a power gap for new players to overcome, meaning they wouldn't get discouraged and quit because they trail the kill count and spent half the quest in somebody's backpack.
Regarding your speculation that it might be a financial expediency, I spent many months believing that to be the case, supporting them with point purchases to help them through the tough time. But it's been years now, they keep making the same bad choices again and again, and I've run out of sympathy.