Al, you can't be serious.
There is a significant difference between a F2P and a subscription-oriented MMO and the old 'all MMOs are a cashgrab' doesn't make a F2P system superior to a subscription-oriented MMO for the player.
In the former the developer is more inclined to put up barriers between the player and items which require money to overcome. That shiny sword? 4 bucks. That new armor set? 6 bucks. New pet? 2 bucks. In this setup, the purchased equipment has to be superior to the in-game stuff or else you'll have a lack income and your cash shop will suck.
This directly ties your success ingame to real-life funds and basically turns a game into a long-term investment. For any serious MMO that means the base demanding people get this gear or be hopelessly gimp compared to others. That peer pressure works well for the developers counting the money but it damages gameplay and makes the game not worth playing.
I'd much rather pay a set price that the developer then uses towards improving the game than micro-transactions where Richie Rich can win the game because he tossed his wallet at the biggest challenges the game had to offer.
These companies need to keep their damn hands out of my wallet. A store for things like game-related merchandise is well and good but when you have to pay to get anything done it's well beyond the line for me.
