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Yep, 100% true.
The fact that they're pushing onto multiple platforms while they're still in "beta" (not even early access) AND taking money for cosmetics should be alarming to everyone. As far as I can tell, they have neither the know-how nor staffing to make their game actually work like it's supposed to, and I'm worried about its longevity because of it. Every major patch seems to add in more bugs than it fixes.
Palia offers no earnable cosmetics in-game. You can pick up a couple of things if you refer a friend or get the game on Switch or get a Twitch drop. And that's it. You're otherwise limited to the character creation clothing which looks alright for the most part.
On top of that, you're restricted to the developers' chosen colors and there are very limited clothing slots (pants and shoes are tied together in the same slot). You cannot buy awesome boots without also buying pants you may not like (and can't recolor to hide the flaws). You cannot JUST buy a really cool jacket - you're stuck with the whole outfit, and probably at a pricepoint that could buy you an entire better game.
Time will tell how Palia will fare, but at this point I don't think this game is gonna go very far. It might find an audience on PC since there are no good free farming/life sim alternatives, the free bit being its only selling point considering the vast number of games constantly being released in that genre. However, long-time farming sim players might just stick with the B2P single-player alternatives for being more concise and having a lot more respect for the customer's money than Palia's cash shop has (and yes, cosmetics are an important aspect of these games for some, so locking all the interesting ones behind a substantial pay wall can be a huge negative point towards Palia).
I played a few minutes of an old CBT and then some more during this OBT phase and I gotta say, I've never been impressed. It's particularly disheartening that I have to shell out as much as I would to get an entire game (or several in some cases) for a single set of clothing. I don't think a game being free justifies that sort of monetization.
I wish more of these up and coming online game developers looked at Deep Rock Galactic for a good example of how to monetize their games in a way that makes players feel like they're actually spending their money wisely, but alas. I have a feeling this game will end up following in Temtem's footsteps, being kept alive by a small community who's too enamoured with an idea that didn't pan out as well as they thought, but who refuse to give up because who else is doing this?
It was a greate game for a little while and i was very mutch looking forward to a cozy relaxing game, but it felt pretty early on that this was not a game to get me goin for very long, feels like it lacking.
Havent played the last 3 month but they need more content and not atleast a way better coop/group feature if i ever gonne consider goin back.
They put alot of work into furnishing/decoration that was amazing, but thats not what keep you in the game for long term, other parts was lacking.
It definitely felt weird putting it as both a positive AND a negative, but how I look at it... I primarily play solo in most MMOs I've been a part of. I like the challenge. BUT I'm like you in the fact that I think it's weird to not have much reason to group up in an always online experience. It's fun having things I can't do alone, even if they're small parts of the game... and at the very least, I should feel rewarded for grouping up, not held back.
But then, if a game has absolutely nothing until *maybe* endgame, then there's little point to it being online at all. I can get a better sense of community out of Minecraft or by playing SDV with a group of friends. Heck, even Animal Crossing gives me a sense of community even if I'm not actually playing with anyone.
Not that every game needs to be the biggest thing that ever was, but this is something the developers should've thought about earlier in development if they wanted their game to not only succeed, but have a lasting impact. A strong sense of community is a very big reason why some people go back to online games, but if their community is akin to chatting on Discord whilst playing a cozy game, then what's gonna make people keep playing Palia past the initial hype?
Yea, the game gets really boring and shallow really fast. I will keep an eye on future updates and final release and all that, but i have no hopes at this point anymore. The core of the game and its gameplay is really lackluster and meant for people who only play a couple of hours in their weekends. ;)
The forced group nature to acquire materials.
Overall I just don't have fun anymore, even with friends IRL, they all want to do something different or "their way is the right way" to play.
Too many needless time sinks to "extend" play time. This isnt 2003, we the players, see and recognize needless time sinks when they crop up and we dont like it.
As for the cosmetic only store, the prices are YIKES too expensive, 20 bucks for a coat with 2 pastel colors they look like an easter bunny vomited them up. Abusive COIN purchase system so you're always spending more cash on the premium currency then what you need.
First 10 hours were fun, but after you're done with the intro and get into the meat of it, it's designed in such a way to cost the player as much time with as little payout as possible.
I would even put a whole lot more emphasis on the lack of content thing.
When I was playing, and for an open beta (aka the game is almost finished for release), the amount of things in Palia was underwhelmingly low:
After two days of playing I had seen the entire world. And I don't just mean I visited every region or something, I mean every corner, every beach, every cave - the playable area is really small.
This small size also means people had the game figured out after two days. Because there is no randomness to valuable resource spawning, some individuals would just stopwatch the respawn timer and pick everything up right when it comes up. Too bad if you're in the same instance as them. Because yes, the entire game is instanced into tiny portions of the playerbase - but it's still not enough.
I also had every gathering tool available at the time I was playing maxed out. After four days.
Honestly, Palia felt like a product under immense pressure to me. There is no way these experienced MMO devs think the current content was enough to qualify as MMO. But they probably can't afford to develop any longer without making lots of money. Thus now the beta also comes to Steam in hopes of selling more cosmetics on newly gained players.
Like... I love the idea of Palia, I really do. But I don't see this succeed unless a lot is being added to the game. But had they had the funds for it, it would have been done before opening the game to the public already.
1. It takes a long time for everybody to get over there
2. It takes a while to get enough progress in the game to have an ax that can cut down the largest flow trees
3. Right now I'm at the point where I can cut down the smallest flow trees without help
4. Singular flow trees rarely give you that much wood unless they're the biggest size
If somebody is nearby or it's a whole grove I'll ask for help but otherwise I'll just pretend I don't see it. If I don't respond to call outs nobody will even notice.