There's also the whole matter of microtransaction paid airdrops for supplies. They haven't detailed what the airdrops would contain, but one could imagine it'd be something worth actually dealing out real dollars for. The comments seem to indicate that it's something that they're just considering it, but I feel like it's something being more than considered. The excuse, as it appears, is that the paid2win aspect will be offset by the fact that other players will be able to see your airdrops and ambush you for whatever you paid hard cash for. Seems reasonable, right? You can't exactly just win by paying because you can be ambushed! There's a chance that you won't receive your hardly (paid) for gear at all!
Truth is, any half-ass DayZ player would know enough to schedule a paid airdrop at a place and time where no one else will be around, and to run in to collect as geared and with as large a group as possible. End result is that the players that aren't complete dumbasses, and are willing to pay, will get a huge advantage by using paid gear to stockpile to the point where they can dominate entire sections of a map, if not a server, then just continually collect paid gear for the group to ensure a tactical monopoly.
Unless the gameplay is vastly different as far as PvP goes than any other zombie survival free-roaming multiplayer game out there, or they entirely dilute the impact of PvP, this will lead to a ridiculously unbalanced and frustrating experience that can enable people to bypass individual skill through dollars. And if they dilute the risk of loss associated with PvP in such a genre to accommodate real money transactions, they'll completely fuck the game itself.
Let's be honest, games like DayZ, which H1Z1 clearly aspires to emulate and outperform, live and die by player interaction and the intensity derived from risk and uncertainty from an incredibly uncertain factor: other human beings. It's the thing that hooks almost everyone, even if zombies might be a bitch or the survival aspect is a pain in the ass. The most interesting thing that happens in these games is when you encounter someone you don't know, and how that encounter plays out for good or worse. It's the reason why DayZ is so incredibly popular on Youtube and people like Frankie have become such huge sensations. SOE seems to be emphasizing that this game is more about PVE cooperation against the zombies, but unless the zombies are absolutely incredible and threatening, the true draw will always be PvP. And even if the zombies are scary as shit, an AI will only interest you so far versus a living, breathing person pitched against you in a hugely diverse array of potential situations.
Paid gear and perks will absolutely break that. People have already paid ridiculous money just for hacks in these games that made the early builds, and even some of the recent builds on public and private servers such an awful experience. And those are things that can get you banned.
I don't mind a delay as long as the game emerges more or less functional compared to what the DayZ alpha gave us, and let's be honest- H1Z1 will always be measured by that benchmark and how the experience from H1Z1 compares to the classic.
I'd hoped SOE could go the route of Planetside2 and make the paid transactions less a factor in gameplay than skill and experience, because it largely works in that environment. But it simply doesn't work in a survival game based off scarcity of resources other than the opportunity for cosmetic changes without breaking the game. Now that they're talking about paid airdrops containing gear and supplies, I'm very concerned about what will happen at release if they pursue this particular strategy for revenue. I'd rather just put up $60 bucks for the game than have to deal with that shit if it goes wrong.