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View Full Version : F2P & P2P Player Base and ideas on how to promote each one effectively


Rhiannon
10-06-2008, 11:44 PM
The restricted zones that include extra content for
a fee could have materials that cannot be gathered
in the free zones. This would especially appeal to
players who love crafting. Those who do not have access
to these zones could still acquire the materials
but through a different approach. I am not sure how
you guys have setup this crafting system but I read
that players will have a major impact on the economy.

This system I have in mind could be really cool and
fair towards everyone who plays Kaos. Immediately
after the player pays they unlock new crafting abilities.
These abilities work alongside the new materials that
can be gathered. I am thinking more along the lines of
jewelry. Kaos already has such a complex armor system
that I think is ever changing throughout the game.
They can craft amulets or stones for buffs that fit into
extra slots, and what they craft can even be sold to the
players who didn't pay for the exclusive regions.

Now you might think that this would totally warp the
economy right off the bat. There needs to be a system
where these items aren't too pricey...indeed. My
solution to this system being effective is
there is no price. Whenever these exclusive items are
sold to other players the crafters gain reputation for
being skilled artisans and merchants. Now in the real
world not to be too serious, but those who are successful
at their work are more on demand and become more
recognized. The reputation points gathered from hard
labor open up new quests in these restricted zones.
Wheras before the NPC's wouldn't even aknowledge
the player and greet them.

Now what is awesome about this idea is the crafter has
the priveledge on how to distribute these exclusive
goods. They can decide to sell them only to guild mates,
which would clearly make this guild a stronger power.
They might decide they want to power level their reputation
to unlock many quests at once. In this case they would be
selling to everyone who requests trading. They might also
be impish and only trade to other rep hungry crafters.

The system could easily be damaged, so there needs to be
a more restricted cycling of goods for those who pay to
unlock these features. The advanced crafters can trade to
others who specialize in the same crafting, but within reason.
Items the crafter cannot make can be traded to them by a more
advanced artisan. The only goods they cannot have traded
to them is goods that they can already make themselves.
Think of it simply as a gesture of kindness. Giving to
others in need but not giving just to gain self promotion.

This system should also include the following:
-Once you trade a exclusive item for reputation, trading
to the same person again you will NOT gain anymore
reputation.
(This cancels out abuse of the system in needless trades
and officially makes you a well known artisan. Meanwhile
it promotes the idea of a true community, working together.)

The opt for trading can be turned into a merchants quest.
Which is how the crafter will gain reputation. Each
individual is a new quest and a new opportunity. Now hows
that idea from the ordinary player->NPC quest.

This system can be effective and is definitely innovative
in my eyes.

If you have anymore ideas on how to promote paid
player base working along with the free player base,
which wouldn't take away from the paid player base....
please do share. Geez that was a mouthful.

amz181
10-07-2008, 11:50 AM
Kaos wars going to be F2P...

and where have you been :p ;)

Rhiannon
10-07-2008, 07:30 PM
I'm here lurking around as I always do. Really on xfire a lot now, come rejoin us there. Yeah I know it will be f2p, guess the title really isn't suitable for what I meant O_o

reddo
10-08-2008, 10:59 PM
Is there a reason why you squished your text in that kind of column or is it just glitchy? Or maybe it's just me..

The model is presumably like this:
Free to play base campaign with one payment (?) expansions. No cash shop.

Anyone want to add to this? My memory is Swiss cheese.

Rhiannon
10-09-2008, 04:12 PM
Yes. I used notepad. Don't anyone have anything important to comment about...like what I wrote about? Nobody read what I wrote. It's ridiculous.

trast
10-09-2008, 04:48 PM
I found the post to have a lot of good points. If the game would be formed like that. AFAIK the game will be formed like this: One payment for the game, then I guess payments for the expansions to come. Though I am still a big fan of monthly payments and I don't see why a game should not run on that method.

Rauko
10-09-2008, 10:36 PM
I think its overall a good idea of how to combine free and paid content.

The little browser mmo I run is free to play but you can buy special currency (Runes) that you can then trade in for a variety of things.

However, a major weakness and problem I can see with your system is that there needs to be a way to get special materials or items without paying. The way I did this was to provide ways to get runes, but much much harder and in smaller amounts.

So the end result is nearly the same, however you don't limit them completely.

Moloch
10-15-2008, 02:49 AM
Hellgate had a mixed F2P and P2P base. Neither was ever happy. The paupers wanted access to pay-only perks and play areas. The payers wanted more for their money.

In the end the benefits of sub'ing weren't sufficient to generate sustainable cash flow beyond gold.

I can't see any sustainable base of players paying for crafting perks.

Rhiannon
10-28-2008, 04:37 AM
You guys are awesome for responding. Thank you.

Bladesofglory
11-27-2008, 01:00 AM
Well as a highly dedicated crafter and I mean highly dedicated, this system sounds cool. But I don't necessarily agree with the part on selling with no price and gainning rep. The Rep part I like this way you become a stronger crafter, but no price. Crafting is all about making money. If you dont sell the items for money then crafting wouldnt be interesting it'd be a waste of time, resources, and money. In many cases crafting is a big money sink. I remember back in WoW as a blacksmith I spent well over 1000g just to get 350, in the end i wanted that back and i did get it back. But Perhaps have a fixed price and also gain rep. This way crafters make money, economy is in balance and your idea of rep implementation works. By the way "Fixed Price" concept is in regards to Microeconomics, and the ability of firms to "Fix" a price due to many reasons. I wont get into that but yea this is what i thought.

danielto
12-27-2008, 03:36 PM
F2P are the best games and kaos war will beat WoW

amz181
12-27-2008, 05:38 PM
F2P are the best games and kaos war will beat WoW


i think we've got a fanboy in the making here :p

trast
12-29-2008, 08:40 AM
F2P are the best games
No, sorry.

and kaos war will beat WoW
Perhaps ;>

Darthorious
01-08-2009, 09:55 AM
One of the games I liked the most was a mix you could get everything in game without paying for it if it was a piece of equipment or something like that however depending on what it was depended on what the drop rate was some of the better items were not worth the time camping for gold sellers and you are talking odds of like 1 in 500,000 drops was a nice item the really nice items where 1 in millions. You could buy credits and purchase those game items the best items would cost about $50 maybe even more but I believe at the time it was 50 bucks.

I tried camping one item just to try and get it to drop and it was instanced so I could solo the instance as many times as I needed to try and get the item to drop it was the second best item to equip not even the best and I soloed about 8-12 hours a day for 4 weeks every day (maybe longer but hey I think I had a life then lol) I could complete the instance in about an hour time frame and there were 3 chances of the item to drop. Ya it never dropped once got everything else it dropped and did get a rare item that was ranked 3 to drop.

Any items that were bought that didn't drop played no real important role in the game like you could get stacks of health potions or mana potions stacked to 999 or just buy stacks of 50 or so off an npc in game.

PvP wise you couldn't use the potions after the beta ended so they really were only useful for yourself in a party or if you planed on soloing an area for hours on end