ven wrote:I don't see the problem with microtransactions either. If the issue with the shoppe is having to keep track of purchased items forever, why not implement cheaper but disposable microtransaction items? As one the posts above suggested, additional options for village and character customization could work really well. Say we can buy a lantern with purple ambient light, a prancing horse statue, or a creepy impaling stake for $ 0.15 each: we buy it once, install it, and you never have to worry about that again. It doesn't pass over to a new world, we don't get it back if it's destroyed, and other people can steal and use it if they want.
The same should work for tattoos, skin color, hats, armor skins etc. I don't even see the problem with shop items that give some advantage, like more unique gilding items, faster butchering tools, or old weapon requests like daggers. $ 0.40 for a single-use dagger recipe doesn't seem unbalanced or pay to win to me.
Expanding on that:
Instead of costing $5.00-15.00, all current and previous hats could be available for $0.20 each, with the downside of being transferable and disposable.
And additional items should be sold at the shop too, for instance:
Weapon skins: fancier weapon cosmetics; dark, bright, red, golden and rusty blades; black, white, engraved armors, and so on (for example, at $0.20 each).
Village decoration props, exclusively aesthetic. Everything we've suggested past year: stone fences, animal statues, lightning color, spikes, beheading stumps etc., also for something like $0.01-0.20 each.
Character customization: the option of creating obese, tall, tattooed and darker-skinned characters should cost something too. If that messes up the equipment models too much, we could pay just for different faces.
Single-use recipes for shields and weapons: dagger, hammer, halberd, tower shield.
I'm particularly fond of ^^this idea. It's not unbalancing and the recipes have the potential of becoming an important trade item. Besides, since global average item qualities are constantly growing, it's expected that people will regularly repurchase these recipes for better equipment.
And since the community likes to pay for advantages, and since subscription has already set a precedent, we could also buy recipes for hand tools that affect the speed of certain tasks - butchering knife, woodsman's axe, one-handed sickle, great scythe, etc. Assuming you're not already planning to create kingdom edicts to the same effects.