Danno wrote:spawning to HF could maybe cost a tiny amount.
That's not a bad idea for a possible MT income source - pay $0.99 to spawn a new character at someone's hearth fire. And then that could link into a benefit - premium members (in addition to the play-time being the current amounts but WEEKLY refreshing on Monday for both F2P and P2P players) and subscribers could spawn a descendant character at their ancestors' hearth fire for free, and subscribers wouldn't have to pay for hearth secret spawning at all.
It gives people (like me) who are inclined towards one time payments instead of ongoing an incentive, while also letting you get a little money now and then out of people spawning new characters. A thousand $0.99 transactions is superior to ten $79.99 transactions.
Danno wrote:If you subscribe for a full year, it works out to $6/mo, which is pretty close to what people claim they are willing to pay.
Sensible reaction: If you're dead set on the stupid subscription idea, reduce the normal subscription fee to $5/mo or $6/mo, make the discounted rate work out to $4/mo or something.
I like this. $6/mo with descending pay rates, like $5.50/mo for 3 months, $5.00/mo for 6 months, and $4.00/mo for a year.
Danno wrote:The hardcore playerbase (people who play for more than 6 months in a row) is fairly small. Incidentally, this is where the money comes from since casual players won't care enough to buy a subscription.
This is a really big part of the paradigm - if people who don't want to subscribe can't play the game casually (1h a day or so and then a binge on weekends) then you won't have enough of a player base to facilitate interactions. This is why I've been pushing for
12-14 hours a week for free players and 24-28 hours a week for OTP players, refreshing on specifically Monday - H&H is as you have mentioned a VERY slow game, and those hours are not going to be spent doing exciting things.
Danno wrote:To fix the monetization problem, read this:
viewtopic.php?p=533239&sid=c19de1283328b4c3517326442798ad2a#p533239
The gist of it: instead of punishing cheapo players, you should reward the paying customers. Let them buy the features they've requested numerous times throughout the years.
When I see "free Q100 crap" I immediately think pay to win and ready my torch and pitchfork... but honestly, maybe it's not as bad as it seems. Paying for temporary (several month temporary, mind) quality material points would equalize the imbalance where high-quality sites get camped on HARD. Conversely, doing so would throw off the actual value of finding and owning a high-quality resource point and using it for trade.
But then I get to the concept of decreased building/paving/etc wait timers for subscribed players, and it intrigues me. It'd be an unquestionable benefit, but H&H is played as a background game for some people - it's the "slow down and speed up" monetization model found in things like Clash of Clans, and those games make craploads of money. However, it could be BETTER IN H&H THAN IT IS THERE because H&H is already a slow-playing game and those faster timers wouldn't affect curios, animal farming, drop rates, that sort of stuff - it's a really intriguing tradeoff that I would like to see explored if it meant F2P or B2P could be better.
Damonkaninchen: rest in peace. Betrayed and attacked.