by Grichmann » Thu Jan 31, 2013 11:48 pm
Okay, I might not have been playing Salem or Haven for very long, but here are my thoughts since the topic interests me greatly, both in general and in how it applies to Salem.
First of all, anything with a practical value defeats the purpose of Salem as the crafting MMO. Everything practical should be craftable or at least purchasable with silver in Boston. Silver, in turn, should not be directly purchasable with real money, but it can be included in starter packs (see below) with limitations.
Purely cosmetic items are okay, even though I'm not personally interested in buying them, unless they're extraordinarily interesting. Making them indestructible or permanently bound to a character also contradicts the game's nature. "Rentals" that disappear after a week/month/year are just ugh. Just don't. I'd say, make such items very cheap - cheap enough that buying them again if you need to make a new character is not a problem for most players who'd buy them in the first place.
One thing that I would probably buy, capitalising on the game's permadeath, are starter packs like the ones we already have, to bypass the first few hours of a character, which can get quite repetitive. These should probably focus more on boosting a character's potential (such as raising all starting aptitudes and humours to an extent, but not granting any skills out of the box), with certain limitations: only one starter pack can be used on a character, before he sets sail to the New World, and only if there were characters on that player's account that already reached the stats granted by the starter pack. I hope you can understand what I mean by this. I'm a little lazy to write a full-fledged design document.
All that said, I'd still rather pay subscription for a game with a high impact potential like Salem.