Monetization method of PoE will it work?

Hi, I just discovered PoE and has played a bit of it. I must say I am really impressed with the quality of the game and also the lack of lags on the server. At least for single player.

I am ready to buy some packs to support this game however I have some concern or questions. I have search a little about this topic on the forum but found only some discussion about monetization on 2011. Sorry if this has been discussed before.

What I can see are 3 servers currently. I don't play much MMORPGs but I do keep myself updated with news of them. Developers always say it cost millions to maintain servers for users to login. The more users there are, the more it cost them to maintain servers. So, how could developers of PoE maintain the servers with the their current business model?

Is it possible to sustain the game for long term? Judging that people only pay once or twice even as supporter?

If you don't mind releasing a bit more info on the monetization. So far with the money made (including paying salary for staffs), how long can it be paid for the sustenance of the game?
"
abubin wrote:
Hi, I just discovered PoE and has played a bit of it. I must say I am really impressed with the quality of the game and also the lack of lags on the server. At least for single player.

I am ready to buy some packs to support this game however I have some concern or questions. I have search a little about this topic on the forum but found only some discussion about monetization on 2011. Sorry if this has been discussed before.

What I can see are 3 servers currently. I don't play much MMORPGs but I do keep myself updated with news of them. Developers always say it cost millions to maintain servers for users to login. The more users there are, the more it cost them to maintain servers. So, how could developers of PoE maintain the servers with the their current business model?

Is it possible to sustain the game for long term? Judging that people only pay once or twice even as supporter?

If you don't mind releasing a bit more info on the monetization. So far with the money made (including paying salary for staffs), how long can it be paid for the sustenance of the game?


This is not an MMO.
"
abubin wrote:
Hi, I just discovered PoE and has played a bit of it. I must say I am really impressed with the quality of the game and also the lack of lags on the server. At least for single player.

I am ready to buy some packs to support this game however I have some concern or questions. I have search a little about this topic on the forum but found only some discussion about monetization on 2011. Sorry if this has been discussed before.

What I can see are 3 servers currently. I don't play much MMORPGs but I do keep myself updated with news of them. Developers always say it cost millions to maintain servers for users to login. The more users there are, the more it cost them to maintain servers. So, how could developers of PoE maintain the servers with the their current business model?

Is it possible to sustain the game for long term? Judging that people only pay once or twice even as supporter?

If you don't mind releasing a bit more info on the monetization. So far with the money made (including paying salary for staffs), how long can it be paid for the sustenance of the game?


As long as there's a guy called Charan, should be quite awhile
Their solution is to skimp on the netcode.

Most games communicate with the server on every small action, e.g. targeting an enemy, player position every 250-500ms, stuff like that.

This game only really communicates with the server on inventory changes and occasionally when things are really out of sync (such as, after the client registers five hits on an enemy that the server doesn't).
IGN: Ikimashouka, Tsukiyattekudasai, DontCallMeMrFroyo
From what Chris has posted the key seems to be releasing new microtrasactions with each patch. Each time this happens there is a miniboost in sales which continues to fun the game and pay staff.

I'm sure the pricing is reliant on their own data and statistics. It's unheard of to turn a profit without having p2w incentives so GGG is mostly working off the loyal fanbase.

@Gilrad You got it backwards. Most games trust the client and communicate less with the server. PoE communicates all the time and doesn't trust the client at all resulting in issues. That's all off topic though..
Last edited by kasub#2910 on Jan 3, 2014, 12:46:52 AM
"
kasub wrote:
@Gilrad You got it backwards. Most games trust the client and communicate less with the server. PoE communicates all the time and doesn't trust the client at all resulting in issues. That's all off topic though..


Uh, no. Client doesn't communicate to the server all that much, actually. Just movement commands and action commands. Server doesn't communicate to the client all that much either, just mob spawns and hit registers. Our actual positions aren't sent, whether the client scores a hit or not isn't sent, PoE is essentially cutting the amount of net traffic in half compared to most MMOs, and it's probably 1/10th the amount of bandwidth used by games that use "wait for server" netcode like most MOBAs and games like World of Tanks.

Just about the only time the server and client actually have a two-way talk is when the client detects a massive amount of desync (hitting a monster five or six times with no hit confirmation coming from the server), at which case the client will force an /oos and rubberband everything to where they're supposed to be.
IGN: Ikimashouka, Tsukiyattekudasai, DontCallMeMrFroyo
How amazingly off-topic.

Spoiler
"
gilrad wrote:
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kasub wrote:
@Gilrad You got it backwards. Most games trust the client and communicate less with the server. PoE communicates all the time and doesn't trust the client at all resulting in issues. That's all off topic though..


Uh, no. Client doesn't communicate to the server all that much, actually. Just movement commands and action commands. Server doesn't communicate to the client all that much either, just mob spawns and hit registers. Our actual positions aren't sent, whether the client scores a hit or not isn't sent, PoE is essentially cutting the amount of net traffic in half compared to most MMOs, and it's probably 1/10th the amount of bandwidth used by games that use "wait for server" netcode like most MOBAs and games like World of Tanks.

Just about the only time the server and client actually have a two-way talk is when the client detects a massive amount of desync (hitting a monster five or six times with no hit confirmation coming from the server), at which case the client will force an /oos and rubberband everything to where they're supposed to be.


I assume the game is making enough with packs and micro-transactions, many people like the game enough to buy the supporter packs and daily deals probably get a few people to purchase cosmetics.
Pelerin of Wraeclast
"
abubin wrote:
If you don't mind releasing a bit more info on the monetization. So far with the money made (including paying salary for staffs), how long can it be paid for the sustenance of the game?

Is this a joke?
No longer a forum dweller, please use PM for contact purposes.
"
gilrad wrote:
Just about the only time the server and client actually have a two-way talk is when the client detects a massive amount of desync (hitting a monster five or six times with no hit confirmation coming from the server), at which case the client will force an /oos and rubberband everything to where they're supposed to be.

Actually server always returns but not with detailed state of the combat (this saves bandwith as you suggest) I.e. if you hit a monster on client's screen if it is not a valid hit on server, monster's HP doesn't drop on your client's screen. (Two-way talk as it's finest)

Also the example you gave is backwards in truth. If you get hit by a monster where that hit doesn't happen on clients screen, then a resync happens. Client doesn't care that much if your hits miss as it's harmless but in other case resync prevents a possible death.
No longer a forum dweller, please use PM for contact purposes.
"
abubin wrote:
Hi, I just discovered PoE and has played a bit of it. I must say I am really impressed with the quality of the game and also the lack of lags on the server. At least for single player.

I am ready to buy some packs to support this game however I have some concern or questions. I have search a little about this topic on the forum but found only some discussion about monetization on 2011. Sorry if this has been discussed before.

What I can see are 3 servers currently. I don't play much MMORPGs but I do keep myself updated with news of them. Developers always say it cost millions to maintain servers for users to login. The more users there are, the more it cost them to maintain servers. So, how could developers of PoE maintain the servers with the their current business model?

Is it possible to sustain the game for long term? Judging that people only pay once or twice even as supporter?

If you don't mind releasing a bit more info on the monetization. So far with the money made (including paying salary for staffs), how long can it be paid for the sustenance of the game?


The game is doing fine, I wouldn't worry too much. Read the news from 3 days ago for more info.

Also lel at the derailing here.
GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.

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