Suggestion Make More Money

Discussion in 'General Archive' started by jcdenton007, Dec 6, 2016.

Dear forum reader,

if you’d like to actively participate on the forum by joining discussions or starting your own threads or topics, please log into the game first. If you do not have a game account, you will need to register for one. We look forward to your next visit! CLICK HERE
Thread Status:
Not open for further replies.
  1. jcdenton007

    jcdenton007 Forum Apprentice

    BigPoint loves money right? Here's how to make more of it without (hopefully) upsetting too many players. I'll be using fancy money terms typically coming from people doing GDC talks on F2P monetization that they adore.

    Max Level Character Boosts
    The behemoth on the market that is a Legion of market forces offers these for 60 USD. I'm very surprised by one thing and that's why DSO hasn't started selling these yet. Max level with maybe all blues or purples to start off with. Something like that (or your max level andermant set). The game is already (blatantly) pay to win so I don't anticipate much backlash to this idea. You only need a handful of people for most dungeons and many people just solo them or only run with friends.

    Refer a Friend Overhauled
    Get more people in, make social bonds, get them to spend money with their guildies to keep up. Everyone wins and you lower your UAC (User Acquisition Costs). Lower the requirements since not everyone has 15 friends and keep a hardware-based token in the game files themselves (hashed of course) to keep track of those that exploit this sytem. Beef up the rewards significantly in both quantity and quality. You have much more on your plate and now's the time to push it forward!

    Dungeon Chest Overhaul/Improvement
    Beautiful big shiny chests that are easy to spot. What do they contain? WE DO NOT KNOW. We get a preview and a 'maybe possibly' chance but we lose the player by not showing them (explicitly) what they lost by passing it up. The fear of loss is a powerful motivator for monetization and other practices. Throw in some QoL (Quality of Life) to minimize player backlash and keep the sheep happy and content. Minimal development cost for a nice benefit.

    Bash the chest to have a chance at opening it for reduced rewards (and % chance of breaking something valuable inside). It would have a generic icon and a % value in coins as 'junk' to be vendored based on the item that was broken from trying to bash open a chest instead of using lockpicks. The % chance of opening successfully based on the value of the chest. Possibly 50% for blue chests, 25% for purple, and 5% for legendary.

    Once opened, the chest shows exactly what the player received and didn't receive because they were too cheap to use lockpicks on it. It also shows them the stats and item that was broken (if any) so they feel remorse and regret and possibly compel them to use (and buy) lockpicks next time.

    Right now, these fancy dungeon chests are expensive art and programming assets that aren't making enough money, therefore a trial run can be done merely by clicking a 'Bust it open' button and showing the results using the existing UI elements for previewing to minimize programming costs. Later on a roulette or slot-wheel style system can be done for that extra gambling-addition mentality.
     
Thread Status:
Not open for further replies.