JAN. 11, 2012 • Since becoming an F2P game back in December, EverQuest II has seen the number of new players jump by 300%, a 40% increase in daily logins, and 200% growth of in-game virtual item sales.
Impact: When something of value is offered for free that consumers used to have to pay for you can expect user numbers to soar. The reported increase in EverQuest II numbers is actually relatively modest. With a pure subscription model the number of paying customers is close to 100%. For an F2P game having under 5% of users actually paying is not uncommon. So the number of users needs to increase by far more than just 300%.