jorb wrote:I support this thread and would love to see a meaningful discussion on the subject. Thank you OP.
You missed some really interesting conversation about this a while back jorb (I'm talking ages, so no problem the OP missed it). Couple things that were previously mentioned:
Building "skins" to change their appearance. This is really neat, and it's not something that can be stolen (destroyed yes, but someone else doesn't get it if you lose it).
Premium currency instead of silver: Stop worrying about inflation of ingame silver, price all vanity items in a premium currency (gold) in game and let the free market determine what silver to $ ratio is worth. This gives a lot of freedom to players, and the ability to own premium items as a non-payer increases. Feel free to set a base exchange ratio as well of course. And for the love of god it will at least keep people quiet about the "Oh it's 100$ to buy a stall..."
Items/Structures (these were adopted recently, yay. And people do seem to be buying them). I'm dead sure if you make "skull on a pike" a structure that requires a premium building token to make you'd have many a happy raider. In general furthering the modularity of the process, perhaps having some form of "premium item writ from the king" for sale and then simply adding the items into the game is a good way to take things. It makes "pricing" much easier to handle in general for non-holiday item sets. 1$/writ, make more expensive structures like statues cost 5-10 writs, and smaller things like a flower bed cost 1 writ.
Recent development:
A lot of people are really worried about becoming targets for their purchases. They believe that making items (clothes at the very least, no way that works for furniture) be un-stealable would make people feel "safer" in their purchase knowing that raiders can't take what they've paid for. I'm not sure this is entirely a solution (My bet is people just grief em instead), it's getting at the point that people don't feel safe buying in this game in general. I've suggested this in the past with those plague masks: Make them break if a player KO's you to keep them rarer and valuable.
Final note: What it really comes down to is a lot of people seem to feel the cash shop is overpriced for what it offers. Especially considering the game is permadeath and raiders roam the land. Higher chance of losing something devalues its perceived worth after all. It does not feel like it's based off microtransactions at all, it very much feels like a macrotransaction game (and this is indeed what the paradox financing people seemed to be aiming for last I heard). You can buy entire games for the price of a table in Salem, think about that I guess.
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.