New things for the shop that aren't P2W. Open Dialogue.

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

Re: New things for the shop that aren't P2W. Open Dialogue.

Postby Saergof » Sat Jan 07, 2017 11:53 am

cyrus9586 wrote:I would even go as far and say they should add a lifetime option. So few games offer it and I know people that will only sub to games that offer it. $300 now and NEVER pay again.


I think this is a very good payment option, the price is disputalbe though, I feel that 300$ is a bit low for a lifetime maximum in-game bonus.
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Re: New things for the shop that aren't P2W. Open Dialogue.

Postby 2d0x » Sat Jan 07, 2017 12:15 pm

Monuments and graves with the last statistic/player data in the new worlds?
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Re: New things for the shop that aren't P2W. Open Dialogue.

Postby Saergof » Sat Jan 07, 2017 12:56 pm

Divicid wrote:...that is what all stores in games are used for.


You are obviously mistaken in this part, but I think I get your point. Although I am strongly against such monetization models in general and think that with given way Haven will definitely lose more than get, my opinion is not based on facts, so there is no need to persuade whoever on that matter.

However, I would like to point that free players are important in both cases of MMO as well as mobile games, and to neglect them in any way is a road for bankrupcy.

It's not the majority that keeps those games going, it's the minority who are ready to devote their money, too save themselves time and do what they consider to be fun.


Mobile games are able to find their 1000$-spending whales through vast communicating on social networks: one of the mechanisms are that free players share their results, providing free advertising. And by "vast communicating" I mean literally millions of downloads and 10x as many shares. As for Haven, free players make backbone of playerbase: if they leave, the world becomes a big desolation, and that fact eventually presses paying players to quit as well. If I get the impression from some veterans correct, Haven already endured something similar when limited play hours model was in place.
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Re: New things for the shop that aren't P2W. Open Dialogue.

Postby Saergof » Sat Jan 07, 2017 1:03 pm

My 2 cents, not for the precise topic of "New things for the shop", but for possible monetization ways:

Make a good interactive development roadmap and go with it on Kickstarter or similar platform. Like

"Hi hearthlings, we are now on Kickstarter, look at our beautiful infografics. Here are our nessessary goals, they include [...] As for optional things we've been thinking about [...]. Now here's the deal: if you guys give us some cash in the following days, from such fortunate event we'll surely get enough strength for mentioned penguins, and crocodiles, and dynamic horse punus length and what else."
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Re: New things for the shop that aren't P2W. Open Dialogue.

Postby 2d0x » Fri Apr 28, 2017 2:20 am

World Horn

Do you need help? Are you looking for people? Do you have something to say to the whole world? The idea is old, but not implemented in this game.

You can enter special consumable items "World Horn", allowing you to send messages to the world chat. Suppose 1$ for a dozen (superfluous can be exchanged or sold on the in-game market). Should be seen by the speaker's nickname and the ability to add it to friends or reply to him in a private chat.
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Re: New things for the shop that aren't P2W. Open Dialogue.

Postby Granger » Fri Apr 28, 2017 10:01 am

Saergof wrote:My 2 cents, not for the precise topic of "New things for the shop", but for possible monetization ways:

Make a good interactive development roadmap and go with it on Kickstarter or similar platform. Like

"Hi hearthlings, we are now on Kickstarter, look at our beautiful infografics. Here are our nessessary goals, they include [...] As for optional things we've been thinking about [...]. Now here's the deal: if you guys give us some cash in the following days, from such fortunate event we'll surely get enough strength for mentioned penguins, and crocodiles, and dynamic horse punus length and what else."


Should you offer subscriptions and tokens (propped up with hats only available through this) as backing rewards then (compared to quite some other kickstarters) you'll be able to deliver what's promised.

Another upside is that this would give the game some more visibility among people who might not know it, yet.
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Re: New things for the shop that aren't P2W. Open Dialogue.

Postby Sevenless » Fri Apr 28, 2017 3:20 pm

I'm extremely loathe to suggest a kickstarter for a game that has a stable revenue base (At least i'm assuming jorb/loftar are at least able to eat off the current revenue). It kinda goes against the point of a kickstarter. If they were talking about expanding the dev team as a reason for it, I'd be willing I guess. That's the only reason I could think of for making a kickstarter that's "valid" due to the currently active subscription base.
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Re: New things for the shop that aren't P2W. Open Dialogue.

Postby Kaios » Fri Apr 28, 2017 4:02 pm

I still hate tokens
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Re: New things for the shop that aren't P2W. Open Dialogue.

Postby Granger » Fri Apr 28, 2017 4:02 pm

Should the goal be to make it 'more massive' then one could argue to use Kickstarter, with goals like 'need to pay a programmer for client rewrite to solve performance problems' and stuff.
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Re: New things for the shop that aren't P2W. Open Dialogue.

Postby Sevenless » Fri Apr 28, 2017 4:07 pm

Kaios wrote:I still hate tokens


I'm not a fan but realistically I think they're a necessary component at this point in time. I'd have to ask jorbtar what their revenue streams look like to know for sure. It's part of why we don't get a million hats, they give very little per time unit spent making them according to jorb.
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