Cash Shop Incentives

Forum for suggesting changes to Salem.

Re: Cash Shop Incentives

Postby darnokpl » Fri Dec 07, 2012 10:31 pm

colesie wrote:
Magic wand of flatness - can decrease cliff by 1 tile, 100 uses (5$),

What if you want to increase? And people could just make 1x1 tile vaults where it goes down 100 tiles around their walls.


Why anyone would increase cliff in other purpose than abuse vaults?
You made high hill why didn't you made 30 tiles straight up?

colesie wrote:
Scroll of fast travel - single use only, can teleport you to your mate claim if you know his HS even if you got rights of englishman skill (5$),

Inb4 chief ports to everyone who posts a hearth secret on the forums or ingame...


Only to those who marked claims as homestead, just like he is doing it right now?
Btw it is not HnH porting to someones claim is very bad idea:D

colesie wrote:
Farmer pack - some seeds, humus and agri skill for good start (20$),

Decent but the price is off.

Mason/Miner pack - quarrying and simple fences skills, pick axe (20$),

Again price is off


Imho all prices are bit too hight right now. It should be 15$, but then adventurer packs should be for 10$ :)

colesie wrote:
Necklace of bear - protects from aggressive animals for 48-96h (5-10$) (most wanted by newbies :D )

Can't see much of a problem with it but sort of pointless since animals can't murder anyways, just less of an annoyance really


It is not problem for me too, but trust me Devs could earn some money thanks to this silly item.

colesie wrote:
Hammer of destruction - removes selected object on your own claim (5$ - 10 uses)

Just raise your phl everything is easy to break as it is atm


I know, but have you seen in screens of salem and some pictures from masters of architecture?
They would pay for that:)

colesie wrote:
Last wish note - single use, after using you inherit kin list from last character (10$)

No because if the person kins you specifically to harass you or if they kinned you to keep you as kill on sight they could just buy this and then continue to have you on KOS/Spam you


Yea that is true:/

colesie wrote:
Book of the dead - when you got it in your inventory it magically collects names of character you murder (5$)

Encourages murder but is interesting. Shouldn't be a payed for item though.


It could also work for rangers if murdered criminals would be displayed with other font or color?
Similar books can be made for farmers (gathered 140 fields of cabbage),
hunters (killed 240 deers, 150 bears),
etc etc.
and stats should be inherited (so you should be able to see your character ancestors achievements), but only when you buy new book for new character:)
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Re: Cash Shop Incentives

Postby colesie » Sat Dec 08, 2012 4:36 am

I wouldn't like to see it as a book but tracking your character's progress seems like a nice thing. Boosts to furtilizer effectiveness for farming "x" amounts of a certain crop and whatnot.
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Re: Cash Shop Incentives

Postby iamah » Thu Dec 20, 2012 12:44 pm

Buying things that can be stolen or destroyed is thrilling and all, but in the end you going to sell a lot less. Once someone lost a nice item for a raider chances are you lost future purchases from this costumer.

A safe investment for costumers could be premium services from Boston. Accounts would pay to activate these services for a period of time. Example: mail service could deliver items between characters, maybe not instantly, maybe with a risk, maybe 100% safe and instantly. Premium services would be pretty safe investment for players, and could be used for all characters in that account, so people would have an incentive to buy more than one time. The nature of services could vary and new ideas would come up later.
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Re: Cash Shop Incentives

Postby MvGulik » Thu Dec 20, 2012 5:29 pm

...egolinkup...

(gave is some thought, but have nothing to add.)
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Re: Cash Shop Incentives

Postby MagicManICT » Thu Dec 20, 2012 6:55 pm

iamah wrote: Example: mail service could deliver items between characters, maybe not instantly, maybe with a risk, maybe 100% safe and instantly.


I like your example, but until we solve the "alt vault" problem (my opinion, anyway), I think this will make it worse.

If we're going to talk about "account" or character bonuses that have a fixed time, maybe a silver boon that nets you 10% more silver when selling to the Company Store. I'm sure there's a need for a lot of balance issues with it, though. Maybe cap the silver earnable (because someone could save up a few thousand in skins and such and sell all at once) and price would have to be in line with current silver prices (maybe slightly cheaper as this silver wouldn't go to the bank where the silver would be safe).
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Re: Cash Shop Incentives

Postby Procne » Thu Jan 24, 2013 9:44 pm

Reserving name in game. So that no other player can make a character with your name.
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Re: Cash Shop Incentives

Postby darnokpl » Thu Jan 24, 2013 9:50 pm

Procne wrote:Reserving name in game. So that no other player can make a character with your name.


Take my 3$ and give me writ for that (also there should be option to inherit this unique name too) :)
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Re: Cash Shop Incentives

Postby Svengallhi » Fri Jan 25, 2013 10:01 am

Firstly, to fully understand my idea of reworking the cash shop's "skill packs" the reader must assume two things.
1) That end game content and expansion is an obtainable status- arguably a purpose of playing the game. Let's nickname this status 'Darkness Ready'
2) The intention of the cash shop is generate money for future development, by means of providing items or bonuses to the player's characters: first starting or "Darkness Ready" in this case.
2a) I agree with an earlier opinion mentioned that skills -should not- be available via the cash shop.

As it stands, all of the character packs are nearly one-time purchases, with the silver, snuff, and mystery box the only possible repeated purchases to an extent. The packs are essentially a time-ladder, pay 15 dollars and skip a few hours of prerequisites. I would like to see the devs remove the skill buying functionality of the cash shop, and turn it into a real micro-transaction facet of game play. I liked a few other ideas from the thread about potential stall purchasing or vanity items for buildings or characters, I also liked some of the ideas about retention of vanity items- even though it is quite opposite of the canon of Salem's permanent death mechanic. Either way I don't have enough of an opinion on these topics to contribute, so, here is what I can discuss.
There would be 1-5 "Darkness Ready" adventure packs, and 3-5 "Pre-Darkness" adventure packs. The "Pre-Darkness" packs would be intended for character growth and development, and all packs would contain the smallest backpack. The names could even remain similar- Pioneer, Adventurer, Fisherman, possibly add a carpenter, blacksmith, or leather worker package. Contents in each "Pre-Darkness" pack would contain medium-end food intended for gluttony or inspirationals in values related to that skill pack- a pioneer pack might have shoes with more sockets, 8 windy-poohs, and a writ of homesteading; Where-as a leather worker pack might contain 4 5% mushroom pies, 3 buckets, 8 brains, and a vanity item similar to the aforementioned pack. The Fishermen pack could contain inspirationals that yield frontier and wilderness attributes for more efficient fishing rod use... etc. Each of the "Pre-Darkness" packages could start at $4.99 to $9.99.
"Darkness Ready" adventure packs would contain higher purity gluttony items or inspirationals, respectively. For simplicity sake, the devs could list the max humour value intended for growth on each pack so there is no confusion in purchase. Now I do not have suggestions on the name here, only the idea that these level packs should provide 8-10 gluttony values for players in the 75-150 humor range. Pricing on these packages could start at 9.99 to 14.99.

Currently, players purchase the class packages one time per character, limiting the amount of money the micro-transaction system generates. With modifications standardizing the system I'm proposing, new players can spend a few dollars to further their beginnings in the new world, while developed players can buy packages specialized for 'end game' to assist in the tribulations occurring in the darkness.
For the love of god, do not just add an item to the cash shop called 'Cornucopia' with a max humor value for use of food contents listed- 25, 50, 75 ,100, et cetera, and charge money for it, I will be depressed at the lack of creativity.
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Re: Cash Shop Incentives

Postby Michael » Mon Jan 28, 2013 12:46 pm

I'm under the feeling that the Cash Shop Outfits should come pre-slotted.
No one wants to spend real money on a better looking outfit only to have it damaged statistically compared to easier obtainable clothes.
They could also sell the better slotted iteams for more money.
As long as these Artifice Items are as strong as the ones you find naturally in-game it isn't pay-to-win because it is only saving the player's time.
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Re: Cash Shop Incentives

Postby DragonScythe » Tue Jan 29, 2013 4:22 am

25 or 50 Rattler Serums ($3-5?)

Inexpensive, useful, and easy to create or purchase ingame as well. The price of this pack of Rattler Serums is cheaper than what it would be to just buy Silver.
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