Monetization Scheme: Pay2Kill (a modest proposal)

Forum for suggesting changes to Salem.

Re: Monetization Scheme: Pay2Kill (a modest proposal)

Postby CharlesM » Tue Feb 12, 2013 1:35 pm

Ornery wrote:Yes, let's lock away as much content as possible in the shop.


Exactly, then revenue can be made.
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Re: Monetization Scheme: Pay2Kill (a modest proposal)

Postby Ornery » Tue Feb 12, 2013 1:56 pm

Don't forget the peacefool farmer money, maybe we should lock away all but cereal seeds in the cash shop for that sweet carebear cash. I hear they have deep pockets, also.
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Re: Monetization Scheme: Pay2Kill (a modest proposal)

Postby CharlesM » Tue Feb 12, 2013 2:02 pm

Ornery wrote:Don't forget the peacefool farmer money, maybe we should lock away all but cereal seeds in the cash shop for that sweet carebear cash. I hear they have deep pockets, also.


That sounds like it is going a tad bit too far. Although I think you have a good idea going.
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Re: Monetization Scheme: Pay2Kill (a modest proposal)

Postby JeffGV » Tue Feb 12, 2013 2:15 pm

Beside being a bit too much (and not the point of this thread - farming doesn't drive players away, after all) unless they change how farming works, it would be a bit useless. You get the seeds from crops, after all, so they would be sold by the players themselves in a short timeframe.
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Re: Monetization Scheme: Pay2Kill (a modest proposal)

Postby Ornery » Tue Feb 12, 2013 2:32 pm

I was being sarcastic in response to
CharlesM wrote:Exactly, then revenue can be made.


There are more peaceful players than violent types, so if revenue is the reason there are better avenues to pursue. I personally think preventing someone from killing another player defeats the freedoms players have in game. What if someone is just being a huge ***** and continuously griefing you/your claim? Better suck it up and keep rebuilding what he destroys since you need to pay to even attempt to kill him.

People being murdered isn't what was driving people away, having everything they owned destroyed on top of also being murdered, coupled with slow dev time and updates, did.
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Re: Monetization Scheme: Pay2Kill (a modest proposal)

Postby darnokpl » Tue Feb 12, 2013 2:39 pm

CharlesM wrote:
darnokpl wrote:Hehe @Dallane is scared that means idea is not bad :)

As for murder-blade for $ I think it is bad idea it would be better to make waste-claim require item that can be bought only by $hop, so sieges would cost real money!!!

Of course you can murder, steal and destroy whatever you want during siege and raiders would get in-game currency/items PROFIT from having fun for real money instead of buying it from $hop like it is now... I think that would be better exchange.


I think it should be a consumable item, "Bottle of Sin" for example, that after consumed allows you to commit crimes normally for a time period. Then have more expensive items that allow a longer period of "Sin". $1 = 1day, $7 = 1 week, $15= 1 month, for example.


No, it would force every member of raiding party to spend $$$, my idea would support raiding groups where only one of the raiders would need to pay for "fun" - raid!!!
Imho it would lure some players around people with real money who would become "leaders/kings/chieftains" and they would spoke of the wars and create raiding parties in Salem.

As for carebears I would love to see special-town-scrolls or upgrade-for-town-bells for $ that would protect me from raiders for more that just 20 hours and increase braziers fire power (I am more casual player and I can't spend all day grinding chars, but I can pay few $ for additional protection of course this protection should be not allowed for criminals) ;)
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Re: Monetization Scheme: Pay2Kill (a modest proposal)

Postby CharlesM » Tue Feb 12, 2013 4:56 pm

darnokpl wrote:As for carebears I would love to see special-town-scrolls or upgrade-for-town-bells for $ that would protect me from raiders for more that just 20 hours and increase braziers fire power (I am more casual player and I can't spend all day grinding chars, but I can pay few $ for additional protection of course this protection should be not allowed for criminals) ;)


If the P2P raid mechanic was implemented then this could be another option. A temporary buff to walls or braziers for cash. That way both sides have to pay to attack/defend.

But also, if you are being raided, you need to pay for the same item, that way you can actually attack back.
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Re: Monetization Scheme: Pay2Kill (a modest proposal)

Postby MagicManICT » Tue Feb 12, 2013 6:23 pm

Here's the deal folks: ignore it and it will go away. As for locking it, no, not at this point (at least from me.) The opinion is just as valid (even if I think it may be wrong) as anyone else. I can't think of another suggestions similar to this in the past, either.

OP: before making suggestions like this, you really should study up on who you're making the suggestions to and some of the game design philosophies they're working with. You're suggestion will never get implemented for a couple of reasons:

1) It creates a "pay to win" scenario in a highly competitive game. In case you haven't noticed, these guys aren't looking to scam the public for their cash, but create a solid, lasting game.

2) It's mostly pointless. You'll still get murdered as everybody in the game will have this skill that wants, anyway, and they'll have it even earlier. Cain & Abel has seen more than a few nerfs over the course of development to make it harder to get. This just reverses the development decisions already made and provides the skill almost from day 1. (Maybe this is what you are actually wanting?)
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Re: Monetization Scheme: Pay2Kill (a modest proposal)

Postby Mereni » Tue Feb 12, 2013 8:29 pm

MagicManICT wrote:2) It's mostly pointless. You'll still get murdered as everybody in the game will have this skill that wants, anyway, and they'll have it even earlier. Cain & Abel has seen more than a few nerfs over the course of development to make it harder to get. This just reverses the development decisions already made and provides the skill almost from day 1. (Maybe this is what you are actually wanting?)


I thought the idea wasn't to replace cain and abel, but to add an additional requirement, also needing a consumable murder blade to kill with?

If this could have it's own equipment slot instead of being in the inventory, it might be a good idea. It's certainly an amusing one. Someone who needs a criminal killed could still do it since one blade wouldn't cost much, but someone who habitually kills as a raider would be paying a bit more.
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Re: Monetization Scheme: Pay2Kill (a modest proposal)

Postby dageir » Tue Feb 12, 2013 8:42 pm

As a carebear I say: Huzzzahh!
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