Droj wrote:I easy enough once you have the skills, even slacking getting at least 1 cricket team / hour.
I agree, once you have the skills grinding for 1k silver doesn't become particularly hard with some patience. In my last game I had about 10 skins and three cricket teams and two savage charms to sell each day (playing from late afternoon to late evening only) and I didn't even have all skills, my best tool for that was my saber and fencing abilities - at the very end I also started making leather which would added to the daily value. That means considering buying 1k silver for $100 becomes ridiculous other than for supporting the developers. I tend to use in-game shops, but I don't buy if it's not a need, and I don't buy pity. I also work with economy and administration in real life so I get itchy when I see business models like this, lol. xD
My point is, the current prices are scaled based on current product prices - and the current products are mostly in-game objects that players can make themselves, and a few uniques. It doesn't look like you developers have been considering future cash shop products at all based on it? I dunno what direction you want to go with the cash shop though - but I know things like inventory expansions, larger backpacks, decent vanity items, cute pets and so forth do sell rather well in other MMO's. I'd pay for a cuter (slimmer and less grim) character model myself, lol. Special resources like marble for special structures like churches could be considered too. Also in a game with perma death people would really go nuts for clone vouchers or what to call it, and more high tier inspirationals too. I can imagine people pay the full $100 for a clone voucher. However, such an option would be very unpopular with the non-paying players (because they would feel forced to get one somehow), but it would guarantee you a decent cash flow. The silver amount (or maybe introduce gold for these special tier items?) should have been scaled with these future items in mind.
Other MMO's have regular in-game money which is often 100 times less worth than the cash shop currency while the cash shop currency is like ten times less worth than real life currency, Salem now have in-game money that is worth ten times less than real life currency (at best), that's crazy! I'm sorry guys, but I like your game and want to see you make a profit on your hard work. I'm not suggesting to copy the rates of other MMO's however. I get the impression you have the noble intention to have all products grindable for everyone - in such a scenario keeping in-game currency (silver) 100 times less worth than real life currency would be more appropriate, then higher price "cash shop" items, like 1500 silver (or 150 gold) for an unique (non-craftable) larger backpack (twice the size of the current one) would have a decent balance between what is acceptable to grind to wards and the value you get for your real life money. My point is that you shouldn't have a cash shop value you can grind towards in just a day or two which is the case for the current craftable backpack.
And it shouldn't be too hard to compensate those who have already bought silver. If you increase the silver amount with ten times or introduce gold, just add the remaining 9 times of what it was - i.e. if a player have bought 1000 silver ($100) add additional 9k silver to their account, or 900 gold. :3
Edit: Obs! I see the prices have been changed from 1k to 5k silver at $100. xD I didn't get to check before now due to the game being down before. It's still a 1:10 ratio at the lowest though, and a 1:50 ratio at the highest. Somewhat close still between in-game and real-life currency, but it's at least better than before. :3 I'm curious to see what kinda products you have planned to attract me to buy silver though. ;3 Because at the moment, there's nothing I couldn't grind to wards. There should be some cash shop tier products - and at the moment only the town charter qualify for that tier.