*pray for the intern who suggested the trophy update*


THE CURRENT STATE OF HOWRSE: A WIP
(between school & work this is very slowly updated)
~ MY THOUGHTS AFTER 8 YEARS ~

1. Introduction

2. Issues
a. "Pay to Play"
b. Gambling
c. Ignoring Players

3. Realistic Improvements
a. By Howrse
b. By Players

Introduction

 This game has grown and evolved DRASTICALLY throughout my time playing.
Rules have changed, products have been removed (and added!), strategies have been adjusted, features created, interfaces have been updated, economics altered, social understandings shifted. This game has been through a lot. 
I have read vast amounts of complaints in this time. 

I'd argue that a plurality of these complaints are valid. Many complaints are frustrations with no universal solution. In addition to these, I've read some (few) complaints that are simply whiny and entitled. The latter are rare - the forums consist mainly of genuine concerns with unfairness.

I have my own opinions. Rather than posting them on the forums or responding to players with opposite opinions, I'm writing them here - I could say it's an exercise of self-discipline, but in reality I just need to get some things off my chest without risk of someone thinking I disagree or offending anyone. We, as players, are all on the same team.

Issues

a. "Pay to Play"

The concepts of "Pay to Play" and "Pay to Win" are two very different ideas that are unfortunately used interchangeably. With the introduction of the premium key in the August 2021 Promo, the term 'Freemium' has increased in usage. 

"Pay to Play" - An arrangement where a charge must be paid [real-life currency] to play a game or sport. By definition, Howrse is not Pay-to-Play.

"Pay to Win" - Multiple definitions here that I am combining -  The option or the ability to pay real-life for an advantage (including over other players) that others cannot obtain for free.

"Freemium" - a pricing strategy by which a basic product or service is provided free of charge, but money is charged for additional features, services, or virtual goods that expand the functionality of the free version of the software.

Pay to win and Freemium are more similar in definition than pay-to-play. However, freemium requires real money being spent. I'd like to point out that passes are obtainable without spending real-life currency
While any one of the three listed options are the best way for Howrse to make a profit (a necessity), keeping passes as an option rather than a requirement is the best one.

This is a pay-to-win/spend-money-for-serious-advantages game, a fact that many complain about.  There are certainly valid points raised by players. Howrse has very limited options for making passes without spending money. Did you know that they have even removed some of those very limited options? Those actions were extremely controversial and must be addressed. Since pay-to-win is the best option for both the company and for us players, efforts must be made to keep it from becoming pay-to-play.

b. Gambling

 The gambling aspect of this game ('loot boxes') is highly controversial amongst players. From luck items (HoPs, GF, TC), luck based promos (lottery, anything with "random" spins), to prize-giving divines, loot boxes have been analyzed by players. The rate of drops and maximizing gains is a hot topic. However, the idea of a game intended for children containing an aspect of gambling is often called out as unethical by definition, period

This distaste for the concept of loot boxes is only enhanced by the inconsistencies and unfairness seen when using them. "Random" is never truly so, leaving players on their own to calculate data on drop rates, timers, and predictability. The phrase, "You have a chance to win X!" is present throughout this game. In reality, players are often able to narrow down this 'chance' to a very specific range, percentage, or schedule - a hidden truth revealing that something is not as random as it seems. 

The alternative to grand-prizes offered in loot boxes typically have little value. A mere consolation prize is provided. Players complain about how if they are going to spend a lot of money on a chance, and lose, they deserve a prize with value closer to what they spent. (Example: a HoP costs 100p and the grand prize is often ~3000e) While this complaint may initially sound selfish or entitled, recall that drop rates are often calculated to a very specific range - random is not necessarily random and the true odds are undisclosed to players purchasing these loot boxes.

c. Ignoring Players

Players are given multiple opportunities to provide input on features of this game. Forums and 'Contact Us' are widely used options. Players may comment, complain, suggest, request, and more to Howrse. Ironically, many complaints made are that previous attempts at communication have been downright ignored. 

Some complain that this issue goes further than simply disregarding comments. Changes, updates, and decisions have been made that 'nerf' (weakening feature/making it ineffective) the games of thousands of players. These obvious downgrades are the main argument from players who feel ignored - if clearly no one wants something to happen, why would Howrse do it?
Solidifying the idea that Howrse ignores its playerbase, there will often be mass complaints about a glitch/inconsistency within the interface, features, or otherwise. Other unnecessary updates will take place before remedies. When situations like this happen, players become angry due to the blatant ignorance.


Realistic Improvements

a. By Howrse

There are realistic, reasonable improvements that can be made on the company's end to reduce the amount of complaints they receive - at least, they will certainly reduce the amount of complaints they deserve.
A simple remedy to decrease the 'Pay to Play' complaint would be increasing opportunities to earn passes. New ideas are not even necessary - Howrse has removed multiple pass-earning features from the game and returning them should not be difficult. 
i. Before the introduction of Yggdrasil and the new pass system, players could send horses aged 30+ to Heaven and receive a pass up to ten times a day. In my opinion, Howrse should adjust the Yggdrasil system to give a player 10p [equivalent to the former 1p] each time a horse aged 30+ is sent to Heaven, max. 10 times a day if Howrse prefers. He can still grow into a new form if that's something Howrse genuinely wants. 
A potential issue caused by this solution is that Yggy has been in-game for a few years now. Players may feel they lost out on all of those passes they could have made in that time and request compensation. Unfortunately, mass reimbursement would absolutely tank in-game economics (as seen in this game's history). Howrse should recognize the very valid frustrations and assure them that this pass making opportunity will not be changed again.

ii. Another feature once existed to provide players with passes. Once a month, they could exchange 20% of their equus total for a pass. Players often evaded the price by purchasing a friends horse, purchasing the pass for a reduced amount, and then selling a horse back to that friend. This feature was removed many years ago but can be brought back efficiently with some adjustments to prevent players from circumventing the system. I believe the opportunity should be presented more often, perhaps once a week. A universal price could be set - say, 100k equus for 10 passes - and Howrse can set a limit to how many times this purchase can happen/adjust the exchange rate. For example, perhaps on Sundays players can buy 50 passes for 50k equus 1 time! A potential issue caused by this solution is the current exchange rate. 999 passes buy 1million equus/19 passes buy 9500equus. This current exchange rate is wildly inaccurate to how players value passes and would have to be updated to be more congruent with a new system.

Finally, the idea of taxes within this game should be removed completely. They were created (DM if I'm wrong) to repair a massive glitch that led to many getting currency they did not earn. This massively unbalanced Howrse economics and they created taxes to remove currency from the game. A potential issue with this solution - rather, guaranteed - is the removal of the Piggy Bank's promotional offers. These offers are driven by the taxes automatically taken from what we sell. I personally don't care at all. The benefits outweigh the value of those offers, but I'm sure many would disagree.
Alongside all of these suggestions, features must not increase in price. That would render these solutions useless.

B. By Players