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sabinati
- Posts: 15527
- Joined: Mon Jul 13, 2009 4:25 am
- Location: View active topics
Re: better payment model brainstorm
i was taking the opposite stance, with the argument that lootable items = motivation for re-purchase
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elmapa
- Posts: 31
- Joined: Sun Jan 30, 2011 11:39 pm
Re: better payment model brainstorm
I am the must and would have the bargain, easy and uncomplicated. Free accounts up to 7 hours for new players become more familiar and learn the game and also for people who still can not decide to pay and accounts 5 euros monthly subscription, you quitarias people who complain of why we must pay for a game alpha and browser and more people who say it is very expensive 8 euros per month for a game like this. Would come to 17 euro cents a day and who the hell can not afford that, when they are already paying for the line. I is not consulted, it was like this and point and goodbye complaints
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TeckXKnight
- Posts: 8274
- Joined: Tue Jul 13, 2010 2:31 am
- Location: How Do I?
Re: payment idea - races
Merging with the brainstorm thread.
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dvsmasta
- Posts: 216
- Joined: Sat Jul 13, 2013 3:58 am
Re: better payment model brainstorm
Thats crazy - unless you have an endless money supply and dont care how much you spend, why would you want to keep purchasing real money items just to have them get looted?sabinati wrote:i was taking the opposite stance, with the argument that lootable items = motivation for re-purchase
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Ramki
- Posts: 81
- Joined: Thu Jan 14, 2016 9:57 pm
- Location: Drowning in a Boat
Re: payment idea - races
This would be something cool to have in Hearth.TeckXKnight wrote:Merging with the brainstorm thread.
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sabinati
- Posts: 15527
- Joined: Mon Jul 13, 2009 4:25 am
- Location: View active topics
Re: better payment model brainstorm
what is your monthly allowable spending for haven and hearth? how often do you expect to die? do you consider vanity items to be essential to your play?dvsmasta wrote:Thats crazy - unless you have an endless money supply and dont care how much you spend, why would you want to keep purchasing real money items just to have them get looted?sabinati wrote:i was taking the opposite stance, with the argument that lootable items = motivation for re-purchase
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themommawolf
- Posts: 157
- Joined: Sat Jun 13, 2015 2:52 am
Re: better payment model brainstorm
lachlaan wrote:
0-80 100% growth rate for all.
80-150 70% growth rate for free, 100% for verified and subs
150-FOREVERRRR 30% growth rate for free accounts, 60% for verified and 100% for subs.
Already existing paid sub accounts, time ticker stops (ie holiday free time) till reach 80
Limit to four accounts per IP, to take in consideration household members.
Limit to, say, four characters per account, to allow for various alt styles (farm, mining, warrior, sewing, etc)
If so, then player to choose a MAIN CHARACTER, and 100% sub growth rate applies to it and not others.
Four accounts, four mains, four different email address
Not be able to change main back and forth at whim.
Valhalla, patch perks, etc, apply to MAIN character only.
Inheritance may be applied to one already existing alt, if any (or) apply to new spawn character
A choice to be made at beginning, (or) after death (not sure)
"The choice is yours"
$10 month sub for main.
$5 month per additional characters (or not)
0-80 100% growth rate for all.
80-150 70% growth rate for free, 100% for verified and subs
150-FOREVERRRR 30% growth rate for free accounts, 60% for verified and 100% for subs.
Already existing paid sub accounts, time ticker stops (ie holiday free time) till reach 80
Limit to four accounts per IP, to take in consideration household members.
Limit to, say, four characters per account, to allow for various alt styles (farm, mining, warrior, sewing, etc)
If so, then player to choose a MAIN CHARACTER, and 100% sub growth rate applies to it and not others.
Four accounts, four mains, four different email address
Not be able to change main back and forth at whim.
Valhalla, patch perks, etc, apply to MAIN character only.
Inheritance may be applied to one already existing alt, if any (or) apply to new spawn character
A choice to be made at beginning, (or) after death (not sure)
"The choice is yours"
$10 month sub for main.
$5 month per additional characters (or not)
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: better payment model brainstorm
Same rules for everyone, payment should only decide if/how long you can be online.
How would you guys feel with 48h initial trial, gametime token 5€ giving another 48h (~10 Cent per hour) for casuals or further evaluation, subscriptions as they are now, that is it.
?
How would you guys feel with 48h initial trial, gametime token 5€ giving another 48h (~10 Cent per hour) for casuals or further evaluation, subscriptions as they are now, that is it.
?
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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iamclothier
- Posts: 131
- Joined: Sat Nov 14, 2015 2:27 pm
Re: better payment model brainstorm
Although my idea would not count much. I would gladly pay for lottery items, cosmetic or not if there was such. Other games do it. Things that could only be available in different seasons if not occasions or time of the day. If donations would be accepted. maybe have an Altar of Offerings? As for the benefits in offering i leave that to the people in the forums. As for how we could offer, we could buy offerings from the store.
-the clothier runs behind the loom
-the clothier runs behind the loom
I have vague memories of tying a woman up and throwing her in a dungeon.
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Sollar
- Posts: 561
- Joined: Wed May 26, 2010 2:53 pm
Re: better payment model brainstorm
I feel that it somehow the payment system should be thought exactly the other way around. Right now it's aimed so that hardcore players have to pay something, yet the same hardcore players are upset on having a cap to their skills. I'd say let noobs/casuals pay for getting some imediate benefits (like better LP, FEPS or whatever), make their life easy until let's say - they hit the 200skill cap, and let the no life/hardore players that take this game too seriously grind for free (with some drastic diminishing returns in every skill over the 200cap) - and belive me, they'll be more than happy to do it. I'm still amazed by some people I used to play with, that felt happy digging clay 24/24h.
This way paying customers develop faster in the first month of play, yet I would not call it pay-to-win since you do not win anything by getting there faster. Organized villages and hard grinders (and fucking botters) will get there anyway and go beyond.
It sure sounds like a paid character boost, and will create some QQ stances in the beggining of the game, yet it will have no impact on later stages of the game.
You'd say after everyone reaches 200 no one will pay anymore - well there are still people joining this game 7month after release, why not give the possibility to late comers to be able to rush their initial development with a small fee ?
This way paying customers develop faster in the first month of play, yet I would not call it pay-to-win since you do not win anything by getting there faster. Organized villages and hard grinders (and fucking botters) will get there anyway and go beyond.
It sure sounds like a paid character boost, and will create some QQ stances in the beggining of the game, yet it will have no impact on later stages of the game.
You'd say after everyone reaches 200 no one will pay anymore - well there are still people joining this game 7month after release, why not give the possibility to late comers to be able to rush their initial development with a small fee ?