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Currency
Posted On: Mar 24, 2014 16:36:10 GMT
Post by minche on Mar 24, 2014 16:36:10 GMT
hmm yeah, maybe incorporating some leaderboards with who fixed city the most (these are just ideas lol, expanding on random suggestion)
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Currency
Posted On: Mar 24, 2014 16:59:47 GMT
Post by ApathyBear on Mar 24, 2014 16:59:47 GMT
You'd hurt random, possibly scared llamas just for a high score? I mean, just look at that face!
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Currency
Posted On: Mar 24, 2014 17:25:34 GMT
Post by Deleted on Mar 24, 2014 17:25:34 GMT
There's plenty of possible coin sinks, as mentioned on an other thread (I think it's one of those stickies from minche).
Having to repair you gear or even it got destroyed and you need to pay ALOT to reforge it. Crafting costing money like in FO was a good coin sink (yet, not enough for FO). Maybe enchantments that will take gold away. The city reconstruction said before lol. and tons of others to fight the possible inflation/death of LlamaQuest.
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Currency
Posted On: Mar 24, 2014 17:37:23 GMT
mvp likes this
Post by Archangel on Mar 24, 2014 17:37:23 GMT
I still like the thing FO did where they had the 100m super items. Available to all, certainly a coin sink, was so disappointing I never got to see what the "set bonus" was.
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Post by ApathyBear on Mar 24, 2014 19:02:22 GMT
Premium currency (at least in all the RPGs I'VE played) has always been about shortcuts. Sure, I could put months into the game to get to a high level, but there was always that option to get it done in a week if I spend $20. While this system works fine, it's the fact that I could either do one or the other that kept me going with FO - seeing all those 120asc just sitting and chatting in CC made me want to join them, and I knew that with only hard work and without spending a dime, I could BE one of them. I'd begin grinding, slowly getting closer and closer, but to little avail, as it seemed to take too much time. This was when I started buying gems, and it became a helluva lot easier.
It's this mindset that makes people spend. I would have never put money into the game if grinding was too easy or too difficult - I would have given up the game either way. It was just THIS MUCH balanced and the gems were THIS MUCH useful and THIS MUCH advertised that made me buy. While it's a difficult sweet spot to hit, it makes for both a fun and profitable game.
Regarding subscriptions; while I was never a big fan of them since I was 7 and into Club Penguin, I can see where they'd be practical from the game support standpoint. That optional spending comes into play again here when I say that being able to play and earn my way to a subscription user's level, while difficult, keeps me and others going. That's what FO was all about and why I loved it. Yes, this isn't FO, but that system is one of the best working ones I've ever seen. All the game itself needed was a wider audience.
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Currency
Posted On: Mar 24, 2014 19:34:18 GMT
Post by iamallama on Mar 24, 2014 19:34:18 GMT
If we had a subscription, I wouldn't make it required. It would just offer some benefit. Even if that was something like 10% off gem purchases (or +10% gems when purchased) or a player card decoration (gold border when someone clicks on you) or something like that. Something inexpensive that could offer a more steady income.
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HellsMercy
Soft-Shelled Crab
I'm always set as AFK. Old habit I picked up from a good man I knew long ago.
Posts: 18
FO Level Status: AFK
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Currency
Posted On: Mar 24, 2014 20:06:50 GMT
Post by HellsMercy on Mar 24, 2014 20:06:50 GMT
Other small things you could add with a subscription would be like, a few more inventory slots on top of what you already have, less of a penalty on death (if you choose to put that in, I'm not sure if you do), perhaps priority server joining like if servers are too full there's a reserved spot for you? I've seen that before. Another thing I've seen in games that work well for that is just having some extra options that make things go faster (like organizing, mass selling, etc.) I think the key for subscriptions is to give bonuses like this that don't make you over powered. With actual special currency I've seen games where it was completely banned and impossible to trade it between people, most people have hated this but at the same time it does help keep money coming in. But if this is made to happen I think it should be buyable for others, like if you friend doesn't have money you can "gift" him something.
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Currency
Posted On: Mar 24, 2014 21:48:56 GMT
Post by iamallama on Mar 24, 2014 21:48:56 GMT
Problem with adding stuff like inventory/bank slots for subscription is if you stop the subscription, what happens to the stuff that was in those slots.
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Currency
Posted On: Mar 24, 2014 21:56:45 GMT
Post by Archangel on Mar 24, 2014 21:56:45 GMT
I'd just go along the lines of adding XP potions or something like that. You think "Le wut" but trust me when I say that FO hit it right on when it came to XP potions. Just start with something like that. I'm sure it's a good enough incentive to buy along with outfits or whatever you wanna put in.
I like gold borders. Or maybe a title above your name? "Supporter" etc, something like that. Forum title maybe?
Maybe like.. Supporters get 5 llama gems a month just for being a supporter? Or something?
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Currency
Posted On: Mar 24, 2014 23:53:37 GMT
Post by fossilCreature on Mar 24, 2014 23:53:37 GMT
*deleted*
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Currency
Posted On: Mar 25, 2014 0:07:55 GMT
Post by mdccxxvii on Mar 25, 2014 0:07:55 GMT
Another thing I've seen in games that work well for that is just having some extra options that make things go faster (like organizing, mass selling, etc.) Just a small point - some games make things that most people think should be free cost premium currency, and that really rubs people the wrong way. It makes it look like a game cares way more about money than players. Example of bad uses of this idea are unlocking increased speed with premium currency (for card games/auto-attack games), less limited inventory space, where the original inventory is teeny-tiny (KingsRoad just changed their starting inventory from 8 slots to 16 or 24 I think. Before that it was absurd, and turned many people off the game)... Anything that should be a game feature, but is turned into a paid thing is going to make your game look bad. Just be wary of this (Good examples: extra bank tabs in FO)
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HellsMercy
Soft-Shelled Crab
I'm always set as AFK. Old habit I picked up from a good man I knew long ago.
Posts: 18
FO Level Status: AFK
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Currency
Posted On: Mar 25, 2014 2:17:09 GMT
Post by HellsMercy on Mar 25, 2014 2:17:09 GMT
Not always though, if it's done right. Have you ever played Reign of Blood? It's a text based MMO, pretty decent game, played it for quite a long time before the real world got in the way. I saw that in that game there were tiny things here and there in a lot of places that did that but not to extremes. A balance was found in all of those areas to make sure you didn't feel like premium members were cared about more. I'm not saying give paying players a Hell of a lot more, just tiny things here and there that make you feel a difference, but having you feel that it's only nice and not over powered or too much.
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Tri
Soft-Shelled Crab
Posts: 6
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Currency
Posted On: Mar 31, 2014 17:03:34 GMT
Post by Tri on Mar 31, 2014 17:03:34 GMT
If there is going to be a subscribe sort of thing then it should be obtainable through certain amounts of the new currency in different amounts of time say 500 of the currency for 1 week etc. This should keep the currency floating out of the game and encourage people to buy more. FO had too many gems in the market and on players and more kept flowing in from just from a few players eventually people didn't really have any incentive to get gems by buying other than for the SSC or the new item that came with the highest pack. There weren't too many gem sinks that were actually good deals just to name a few there were morphs NCC and boxes the rest sorta were ignored.
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kgykjhg
Rock Crab
Posts: 31
FO Level Status: Ascended
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Currency
Posted On: Apr 8, 2014 1:05:01 GMT
Post by kgykjhg on Apr 8, 2014 1:05:01 GMT
I'd like to start off by saying i HATE the idea of having to repair armor/weapons/the sort. i realize it adds a sense of "realism" to the game, and sure it adds a new coin sink, but it's just such a turn off for me. if i buy or craft an armor piece, i don't want to worry about having to upkeep it, along with the rest of my armor. there's just not enough appeal for the amount of variety it brings. that being said, i might be able to warm up to such an idea if it was executed correctly. for example, if you grind with a poleaxe for days maybe it starts to get a little worn. maybe you can enchant it so it doesn't see as much wear and tear. or maybe, weapons achieve subtitles or upgrades for completing hidden tasks. something like: Mighty Poleaxe of the Goblin-Slayer. the Mighty prefix is earned by doing xxx and the goblin-slayer suffix is earned by doing yyy (presumably killing goblins). then you can switch out different prefixes/suffixes or remove them completely, but still have the option to place them. then when you kill 1000 goblins or whatever, and the poleaxe starts to wear down you bring it to the grindstone to sharpen it like it was new.
the same could go for armor i suppose. something like "block a critical strike that would have killed you"...idk.
i think i might have just talked myself into liking a repair system. sorry if this stayed from the main topic of currency a bit.
back to premium currency: i think one of the charms of FO was that any player was able to get premium currency by farming. i do think however, that it should be more regulated. another idea would be to give players quests/other options to get premium currency (capped out in time intervals). for example you can get 100 gems a week for completing certain tasks or watching short advertisements. this gives players the ability to work towards a certain item they want in a realistic time period, but still gives power to the gem buyer because they can buy it immediately and more of what they want.
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vnop
Soft-Shelled Crab
Posts: 1
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Currency
Posted On: Apr 8, 2014 2:40:08 GMT
Post by vnop on Apr 8, 2014 2:40:08 GMT
I also think there should be a subscription and when you buy it there is a time limit (eg. 1 week 2 weeks 1 month 3 months) maybe some items with the purchases like fo and when you get these subscriptions you get xp boost higher chance of loot and more money
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