better payment model brainstorm

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

Re: Alternate Revenue Generation Ideas

Postby Eggy57 » Sat Feb 13, 2016 4:15 am

This sounds like a large vilage with a lot of monoy could just do everything faster and be the best in a day or so.

neverman4 wrote:* paid gives you respawn of some or all stats on death based on paid vs unpaid (3x and low paid and 9x at high paid) and unpaid gets little or none (or maybe %'s)


don't want to be harsh but does that mean if you have 10 in blah its 30 blah in the next life? or if it 3x the normal percent?
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Re: Alternate Revenue Generation Ideas

Postby TeckXKnight » Sat Feb 13, 2016 4:19 am

Merging with the payment model idea megathread.
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Re: better payment model brainstorm

Postby Leon232 » Wed Feb 17, 2016 10:54 pm

first the most common Sub styles ive seen:
-WoW: basically has a sub token similar to this, the 'free account' is a farce (lvl 20 cap, cant group, mail, trade, or even talk) and then the standard 15 a month.
this is also known as 'Box+Subscription'

-Guildwars 2: B2P you just buy the game and dont pay a sub, this tends to be supported by a cash shop as well. (isnt very popular at the moment)

-Freemium: something along the lines of runescape.

-or you could just do a flat sub.

-i didnt include the totally free model because Jorbtar is attempting to move away from that and i dont disagree

frankly i didnt have TOO many complaints about the current model, i felt that $10+ a month was a bit silly since you pay 15 a month for a POLISHED game. i dont like the idea of capping stats so here is my suggestion:

-First, the cash shop: we need to have cosmetic SKINS not hats, but skins you can apply to a hat. and cosmetic items for your base
-Subscriptions: flat monthly rate of $3 or $5 (a sub style like currently applied) but make TOKENS cost $10 and be able to be split into 30 single day tokens (this allows people to pay more to control their game time more; and also make trading them easier!)
-Verification: i think verification needs to be more of a requirement, i think here is where a stat cap could be applied; make it to where free-users can only reach 50-100 in each stat or something and verification removes the cap altogether (makes it a one time payment that doesn't really screw with gameplay)

If a model like that was implemented i personally would probably pay for the tokens and id feel more inclined to verify, as it stands i was able to constantly progress my toon with just the 7 hours, i mean as long as you have food and curios stockpiled you can keep up with MOST players. hunger and LP isnt dependent on you being online to my understanding, you just have to be online long enough to eat and shove curious into your study. I would never pay for a system like the one that jorbtar wants to try out....... if you want to cap endgame just cap endgame (but not at 200) i completely understand how hard it can be to balance a miner with 1k+ str or a fighter with similar agility
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