better payment model brainstorm

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: better payment model brainstorm

Postby Kalacia » Sun Feb 07, 2016 5:56 pm

Redkat wrote:Add payable extra inventory space:
I used to play a game where - if you wanted more inventory/other types of space than the initial given space - you paid for it by buying an inventory stone/ whatever stone and you applied it a specific character - if you had several characters on same account - you had to do on each.



An addition on this. I think we could have hearth storage. This is storage that goes over character lineage, so it goes over death. Now this should not be a large amount. it should be small... for the reason that it makes death less painfull.

Free accounts would not get this at all. Verified would get 4 and sub would get 8-16. You could do a micro transaction to get more, buy them in blocks of 4 and its an account wide unlock.


This puts more towards my idea of added value to subs
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Re: better payment model brainstorm

Postby The_Lich_King » Mon Feb 08, 2016 9:14 pm

i think that pay for each char would be good not only cause its a decent alternative to subs but also because then botters would have to pay for each useless bot they make. it may or may not lower bot counts but its worth a try. Also if jorb and loftar are adamant about this stats cap idea then how about this don't make max cap 200 just make it so you have to pay for every 50 stats without max cap. then you can actually get above 200 and all the power grinders won't stop playing and one char can potentially become an infinite source of money for jorbtar.


anyways this is my input.
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Re: better payment model brainstorm

Postby ctopolon2 » Tue Feb 09, 2016 2:26 am

imho game is very expensive in CIS (mb not only)
verify cost like: gta5 fallout4 xcom2
subscribe cost like: WoW x2

&what do we get? = alpha with 200 online

mb reduce the price or make more better, popular game?


P.S. vote: 1time pay to play,
more sells = more food for DEVs = more players = more fun,

dont feed them every month
Last edited by ctopolon2 on Tue Feb 09, 2016 2:48 am, edited 2 times in total.
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Re: better payment model brainstorm

Postby Granger » Tue Feb 09, 2016 2:32 am

ctopolon2 wrote: make more better, popular game?


Question: why are you here when you think the game is bad?
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Re: better payment model brainstorm

Postby ctopolon2 » Tue Feb 09, 2016 2:41 am

Granger wrote:
ctopolon2 wrote: make more better, popular game?


Question: why are you here when you think the game is bad?


game is good, but can be better (lower price, more players, less bugs)
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Re: better payment model brainstorm

Postby borka » Tue Feb 09, 2016 3:06 am

Maybe when Xsolla for HnH is up there could be a different price sheme counting in the different worth of money /life cost / income in different countries ?!?
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Re: better payment model brainstorm

Postby Enrymion » Tue Feb 09, 2016 7:08 pm

I think something like the old system but with energy instead of time could be good and shouldn't be dismissed just because "Eww, Facebook game mechanics so it must be horrible."
So you could freely take your time, chat with people, walk around, organize your stuff, maybe even trade and so on without worrying about what actions you should take to not waste your energy/playtime.
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Re: better payment model brainstorm

Postby Kaios » Tue Feb 09, 2016 7:15 pm

Enrymion wrote:I think something like the old system but with energy instead of time could be good and shouldn't be dismissed just because "Eww, Facebook game mechanics so it must be horrible."
So you could freely take your time, chat with people, walk around, organize your stuff, maybe even trade and so on without worrying about what actions you should take to not waste your energy/playtime.


Ah yes the ArcheAge model, no thanks. A system that limits the amount of certain labour related activities you can perform ends up creating a wide disparity between free and paid players. This kind of system is no fun for either party (free or paid) and could end up leading to a situation where one might be able to pay for the opportunity to perform more activities in a single day where as a free player is denied this luxury.
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Re: better payment model brainstorm

Postby Enrymion » Tue Feb 09, 2016 7:58 pm

Kaios wrote:Ah yes the ArcheAge model, no thanks. A system that limits the amount of certain labour related activities you can perform ends up creating a wide disparity between free and paid players. This kind of system is no fun for either party (free or paid) and could end up leading to a situation where one might be able to pay for the opportunity to perform more activities in a single day where as a free player is denied this luxury.
Well compared to the current system we had I see no way in which it would be worse and I'd probably prefer it over stat caps.
Also what kind of system wouldn't create a wide disparity between free and paid players? (other than some cosmetics only thing)
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Re: better payment model brainstorm

Postby abt79 » Wed Feb 10, 2016 1:10 am

I think the worst part about these stat caps is that for the first bit of the game, when the population is as always the highest, the fewest people possible will be paying for subs as they won't need to, even the most hardcore players will takes some time to reach 50 in any stat (especially with the bs hunger mechanic), much less in all of them, and verified accounts even more so. The few players that do sub will most likely do so solely to support the game, or maybe if they

Once the population does decline out of boredom, the few remaining dedicated players who have already passed 100 in skills and attributes will buy subs, but ultimately this means that instead of a large amount of subs slowly dwindling over the course of a world, there will be a steadily very low number until players reach 200 in some/all stats and then quit.


I support small incremental lp bonuses wholeheartedly, but even the play time thing is better than this for everyone.
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