I mean, every account started with 48 hours (with an extra 7). I don't think there's a big change in the time when players will start subbing.abt79 wrote:I think the worst part about these stat caps is that for the first bit of the game, when the population is as always the highest, the fewest people possible will be paying for subs as they won't need to, even the most hardcore players will takes some time to reach 50 in any stat (especially with the bs hunger mechanic), much less in all of them, and verified accounts even more so.
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DDDsDD999
- Posts: 5766
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Re: better payment model brainstorm





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apoc254
- Posts: 214
- Joined: Sat Oct 10, 2015 4:23 am
Re: better payment model brainstorm
Honestly... the mention of x amount of land per subscription teir would be something players would desire and would not truely limit the experience of gameplay.
Limiting how much land a single person can claim would also preserve the game world... Seems like a really good option honestly.
Anyone care to poke holes in the concept?
Limiting how much land a single person can claim would also preserve the game world... Seems like a really good option honestly.
Anyone care to poke holes in the concept?
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: better payment model brainstorm
Sounds pay2win as in "put in money get rewards out".apoc254 wrote:Honestly... the mention of x amount of land per subscription teir would be something players would desire and would not truely limit the experience of gameplay.
Limiting how much land a single person can claim would also preserve the game world... Seems like a really good option honestly.
Anyone care to poke holes in the concept?
Would also severely limit villages.
If new players can't place a claim without paying they'll just quit when their hides get stolen 5 times in a row off the drying frame and are told "put up a claim for only $7.99!". If free players can place a claim, what prevents alt spam?





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apoc254
- Posts: 214
- Joined: Sat Oct 10, 2015 4:23 am
Re: better payment model brainstorm
That would depend entirely on how much claim a free user can place. If you can claim only 5 squares as a free user and that's enough to keep items but build nothing substantial then that would be enough.
1 square would be taken by the totem, the others would be cabinets or pots to keep your loot. You could try to alt spam, but could you imagine having a claim totem every 5 squares? Good luck making a village out of that.
Farming and town building would be risky then as a free user, but if you want to protect your land.. pay up or build many walls?
1 square would be taken by the totem, the others would be cabinets or pots to keep your loot. You could try to alt spam, but could you imagine having a claim totem every 5 squares? Good luck making a village out of that.
Farming and town building would be risky then as a free user, but if you want to protect your land.. pay up or build many walls?
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Kalacia
- Posts: 461
- Joined: Wed Mar 24, 2010 12:03 pm
- Location: Digging
Re: better payment model brainstorm
Why not make it so that a "free" claim over a certain size needs progressively more LP gained to maintain it and stop its decay. Where are a subbers claim will never decay as long as they are subbed.
You could also remove the two claim thing for free players.
You could also remove the two claim thing for free players.
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lachlaan
- Posts: 488
- Joined: Sat Apr 06, 2013 9:32 pm
Re: better payment model brainstorm
The way I formulated the idea, i think, was to say that bigger claims simply need more people to join forces and contribute their "claim capacity" towards a bigger claim. Free accounts would be limited in terms of how many free chars may contribute toward any bigger claim. Sub accounts would both be allowed to further increase a claim size past the free account limit and preferably no two chars on the same account could contribute to the same claim, to yet again prevent spamming.DDDsDD999 wrote:Sounds pay2win as in "put in money get rewards out".apoc254 wrote:Honestly... the mention of x amount of land per subscription teir would be something players would desire and would not truely limit the experience of gameplay.
Limiting how much land a single person can claim would also preserve the game world... Seems like a really good option honestly.
Anyone care to poke holes in the concept?
Would also severely limit villages.
If new players can't place a claim without paying they'll just quit when their hides get stolen 5 times in a row off the drying frame and are told "put up a claim for only $7.99!". If free players can place a claim, what prevents alt spam?
So you'd get case 1 : f2p player 1, wants to claim land to defend his hides, can claim a bit of land suitable for a casual.
2: f2p players 1, 2 and 3 join forces to make a claim 3 times as big as any of them could individually make, and any other free players could not contribute to the claim past that point, but could obviously still join to live in cramped conditions.
3: verified player would have a higher base claim size and the cap for a mix of verified accounts would be pushed up to say 6? with a mix of 4 verified and 3 free in case of both types of players
4: sub would be tricky, as how does one take away the size afterwards? It'd have to be a mix of different types of subs, and different offered services really. Subs could contribute indefinite accounts to joint claim size, and perhaps after 4-5 months of subbing the claim size buff would be permanent. Past that point offer other things they might want either in the form of a sub or in the form of one time purchases.
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apoc254
- Posts: 214
- Joined: Sat Oct 10, 2015 4:23 am
Re: better payment model brainstorm
This is just my opinion on the subject, you can take it, leave it or pretend you didn't hear it. The sub system could be a tiered system that reflects more land as suggested. bronze package(4.99?) is just enough to live with a small field off of. Silver package(9.99?) could be enough for two players to live comfortably off of. gold package(14.99?) could be enough for 4 players to live comfortably off of. platinum package(19.99?) could be enough to build something epic.lachlaan wrote:DDDsDD999 wrote:
So you'd get case 1 : f2p player 1, wants to claim land to defend his hides, can claim a bit of land suitable for a casual.
2: f2p players 1, 2 and 3 join forces to make a claim 3 times as big as any of them could individually make, and any other free players could not contribute to the claim past that point, but could obviously still join to live in cramped conditions.
3: verified player would have a higher base claim size and the cap for a mix of verified accounts would be pushed up to say 6? with a mix of 4 verified and 3 free in case of both types of players
4: sub would be tricky, as how does one take away the size afterwards? It'd have to be a mix of different types of subs, and different offered services really. Subs could contribute indefinite accounts to joint claim size, and perhaps after 4-5 months of subbing the claim size buff would be permanent. Past that point offer other things they might want either in the form of a sub or in the form of one time purchases.
1. I think free users should get just enough land to show off the feature and make them want more.
2. I don't think free users should be able to join together to expand the size of the claim. maybe this should be a feature for one of the tiers? This would encourage buying one of the different levels of sub.
3. yeah.. ok.
4. Naw, this would be so much easier then monitoring each players in game time. Just set a variable for max size and increase that variable with sub and decrease when non-sub. Set the size to decrease off all sides to match the new max.
Even if this ends up being a level capped sub system, I think they should restrict this also. It will give them options if the level cap shows to be a player deterrent.
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Kalacia
- Posts: 461
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- Location: Digging
Re: better payment model brainstorm
apoc254 wrote:
Even if this ends up being a level capped sub system, I think they should restrict this also. It will give them options if the level cap shows to be a player deterrent.
You could tie it to charisma? or a base yeomanry stat?
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: better payment model brainstorm
I think there should be no influence on game mechanics (stats, gear, speed, anything) at all.
Only thing that payment modifies should be access to the game, in terms of being able to login.
Simply because different ingame abilities depending on your wallet is pay2win - which as it seems nobody in their right ming would want for this game.
So:
Only thing that payment modifies should be access to the game, in terms of being able to login.
Simply because different ingame abilities depending on your wallet is pay2win - which as it seems nobody in their right ming would want for this game.
So:
- Keep the subscription as-is.
- Rename gametime tokens to subscription tokens to remove the confusion about them.
- Add gametime tokens which give what they're called: game time, at a rate of ~0.1€ per online hour (like 48 of them for 5€), which is consumed when there is no subsctiption or gametime from other sources (initial free time, weekly refill).
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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jorb
- Posts: 18715
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- Location: Here, there and everywhere.
Re: better payment model brainstorm
The fact that you can spend time in the game is arguably a game mechanic, though. Limiting time is at least as "pay to win".
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose