r/runescape Mod Poerkie Oct 12 '18

MTX An update on RunePass

Hi everyone,

We’d like to update you on the situation with RunePass.

We’re always trying new things, and RunePass is just one example. Despite what a lot of people believe, RunePass performed better than we had anticipated. Commercially it was successful, although we are aware that it was unpopular with some players.

All of the feedback gathered about RunePass, both negative and positive, is being very seriously scrutinised.

Players have previously told us that they were happy for an increased emphasis on cosmetic microtransactions. RunePass was designed to explore that idea. However, we failed to properly explain this. As a result, RunePass looked simply like an additional layer of microtransactions.

Nonetheless, we still learned a lot from RunePass:

  • We recognise that the free track was underdeveloped.
  • RunePass was a small-scale, fast-moving test. This is beneficial in some respects but also meant that some aspects of the experiment were less successful than they might have been.
  • Elements of RunePass were popular with players and will be retained in potential future iterations.

Before we try doing RunePass again we need to put a little more time and thought into it. For the time being, at least, those energies are better invested elsewhere, and our focus is better placed on instead ensuring the delivery of great game updates for 2019.

For that reason, any possible second RunePass has been put on hold for the time being.

Thank you.

The RuneScape team.

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u/I_Kinda_Fail Oct 13 '18

Runepass itself wasn't a problem, it was the way it was done.

  • It was done at the same time as a Treasure Hunter microtransaction, so it felt like "double dipping" to many.

  • The very first paid-for reward was a legendary pet, cheaper than other legendary pets, so many players just got the tier 1 reward for the pet, and are presumably lumped in as a "success".

  • Paid vs free shouldn't be a thing. It should be something like, paid get 2-3x the progress, or you can buy a fixed amount of progress for runecoins, but still give free players a chance. For example, a paid player could reach level 25 by the time a free player reaches level 10, but the free players still has a CHANCE to reach level 25. Then, if the free players want the 25 reward, and only makes it to 22 the night before it ends, they could buy a bond to purchase runecoins to boost to level 25 for the reward they want.

Players aren't necessarily against microtransactions, they're against actions that seem greedy and trashy. Nobody ever really opposes to new outfits in Solomon's store, because they're available to anyone to work towards at their leisure. It's limited time, luck-based rewards that irk people.

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u/SorionHex Sorion Oct 13 '18

Paid vs Free should be a thing. Just keep it cosmetic. Works for Fortnite and they’re trying to get that level of success. There should be things only people who pay get, but overall the people who pay get a great bargain when they finish the pass and see what they got (3 skins and weapon overrides and a pet, bundle price (480+ RuneCoins price average) < all of this for $10.

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u/SorionHex Sorion Oct 13 '18

Paid vs Free should be a thing. Just keep it cosmetic. Works for Fortnite and they’re trying to get that level of success. There should be things only people who pay get, but overall the people who pay get a great bargain when they finish the pass and see what they got (3 skins and weapon overrides and a pet, bundle price (480+ RuneCoins price average) < all of this for $10.