Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Few idea for make the first MMO Play will pay (Goodby F2P)
Sorry for my bad english, if you have suggestion or something you didn't understand, just ask.
So,
I think the dev should find a balance with subscribe/cashshop and free account with a limited special currency that allow the player to develop big thing like town, house, craft station trade... for exemple the max currency avaible by month its 1500 (cumulable) + and not make a pay to win, but a play will pay...
Cause a lot of people can't play so much (2h by week) and this people will not subscribe every month.
In my exemple there an XP and leveling system for the town (like EverQuest2 for the guild) for unlock town feature, house... or launch a wave of monster on enemy town... each feature cost currency but the town or house must reach a level to unlock a new feature that must be buyed by this currency and the only way to get XP for the town or house... its to do solo repeatable quest that will give a small amount of currency (5 for exemple), daily quest that will give a higher amount (20 for exemple), weekly quest that will give 50.
And do the same thing with a higher difficulty (group quest) that give x2 or x3 currency.
After that the town must have a bank for the currency, when a player give 500 currency its done there no pay back.
-Subscriber :
do not have any restriction with bag emplacement, character slot...
got 1000 currency every month for town developement and trade
XP boost...
-Cashop :
able to buy currency (500 max) by month
able too buy bag emplacement, character slot, XP Boost...
able to buy skin.
-Freeaccount
Ulimited access to the game and must do a lot of repeatable quest to develop there own house or town
Cause a lot of people can't play so much (2h by week) and this people will not subscribe every month.
In my exemple there an XP and leveling system for the town (like EverQuest2 for the guild) for unlock town feature, house... or launch a wave of monster on enemy town... each feature cost currency but the town or house must reach a level to unlock a new feature that must be buyed by this currency and the only way to get XP for the town or house... its to do solo repeatable quest that will give a small amount of currency (5 for exemple), daily quest that will give a higher amount (20 for exemple), weekly quest that will give 50.
And do the same thing with a higher difficulty (group quest) that give x2 or x3 currency.
After that the town must have a bank for the currency, when a player give 500 currency its done there no pay back.
-Subscriber :
do not have any restriction with bag emplacement, character slot...
got 1000 currency every month for town developement and trade
XP boost...
-Cashop :
able to buy currency (500 max) by month
able too buy bag emplacement, character slot, XP Boost...
able to buy skin.
-Freeaccount
Ulimited access to the game and must do a lot of repeatable quest to develop there own house or town
In that exemple the game itself is not free, there an initial cost 40 dollars.
An thats not ALL :
If they do something like this that can force the roleplay,(social status) for exemple do a ranking system with a title/job and a rent system that go directly to the town currency bank, default price if its an NPC town or price defined by the player/ruler of the town + a progression system :
An thats not ALL :
If they do something like this that can force the roleplay,(social status) for exemple do a ranking system with a title/job and a rent system that go directly to the town currency bank, default price if its an NPC town or price defined by the player/ruler of the town + a progression system :
100 currency : Beggars (if a citizen or higher social class give copper to a beggars he will get a random light buff (faster moving, + max stamina...) the beggars have no home but got access to any town feature... if he got enough gold to pay , so there will be few beggars waiting in the street for few copper.
500 currency : Citizen (can rent a little house) low rent value (50 currency for a week) good for a vault.
to
1000 currency : Famer (can rent a farm) (100 currency for a week) can only sell Harvest to a Merchant + special farmer dayli, weekly currency quest
1500 currency : Basic Merchant (can rent a shop) (150 currency for a week) can only sell farmer product + special merchant dayli, weekly currency quest
1500 currency : Basic Trader (can unlock trade mission) can only trade farmer product (150 currency for a week/trading office rent) + special trader dayli, weekly currency quest
to
2000 currency : Craftsman (can build a workshop) (200 currency for a week) can sell crafted product to an advanced Merchant Note : A well developed town can give acces to new workshop for craft higher level/valueable item. + special craftsman dayli, weekly currency quest
2500 currrency : Advanced Merchant (can rent an advanced shop) (250 currency for a week) + special dayli, weekly currency quest
2500 currency : Advanced Trader (can unlock advanced trade mission) (250 currency for a week) + special dayli, weekly currency quest
to
3000 currency : Guard (got a little buff when defending town and reduced price to repair a broken gear in the town) unlock the ability to teleport to his town and got a gold salary dayli (they must stay 15 min in the town to get salary) and unlock easy heroic quest (good reward) + special dayli, weekly currency quest
5000 currency : Knight (got a good buff and no cost for repair broken gear) and got a gold salary dayli (they must stay 15 min in the town to get salary) higher salary than a Guard, and unlock medium heroic quest (good reward) + special dayli, weekly currency quest
7000 currency : Bounty Hunter (buff + Can unlock special daily quest for kill a dangerous NPC (solo, group or raid version) this monster drop gear, tradeskill valuable item and the quest reward its a good amount of money. + special dayli, weekly currency quest
...etc...etc...etc
to the KING!!
and why not a vassal town who has to pay one tribe with currency to an other stronger town... (the stronger cannot attack the vassal and must defend it too), and the vassal can breack the deal.... start conspiracy against a strong lord
Make just 1 job avaible at the same time, for exemple a player can't be knight and Farmer at the same time with timeout, for exemple if a farmer choose to be knight he must wait 1 week to start a new farm and must wait 1 week to become knight again.
Each player must progress and can"t be a knight first, so if a player want to be knight the cheaper way its beegars==>Farmer==>Craftsman==>knight that will cost 3100( +rent) currency so minimum 4 month fo a subscriber.
So like this the currency didn't get any negative impact with traditional money system (gold) for any trade player/player or player/NPC, the progression will be more easy for the subscriber without locking the content for the freeaccount player like i said not pay to win but the player can choose to pay to easy play or play will pay.
The play will pay player (free account) that will pay for everyone cause he must give the same amount of currency for progress his social status and force him to do quest that give XP to the town.
Make a trading with gold is very important, cause i think player economy its really important in a MMORPG and this currency system will not breack player economy.
Make just 1 job avaible at the same time, for exemple a player can't be knight and Farmer at the same time with timeout, for exemple if a farmer choose to be knight he must wait 1 week to start a new farm and must wait 1 week to become knight again, cause i think its stupid to see a farmer raiding a heroic boss.
After all the most simple thing to for the subscriber its to add a multiplier currency reward for the subscriber.
500 currency : Citizen (can rent a little house) low rent value (50 currency for a week) good for a vault.
to
1000 currency : Famer (can rent a farm) (100 currency for a week) can only sell Harvest to a Merchant + special farmer dayli, weekly currency quest
1500 currency : Basic Merchant (can rent a shop) (150 currency for a week) can only sell farmer product + special merchant dayli, weekly currency quest
1500 currency : Basic Trader (can unlock trade mission) can only trade farmer product (150 currency for a week/trading office rent) + special trader dayli, weekly currency quest
to
2000 currency : Craftsman (can build a workshop) (200 currency for a week) can sell crafted product to an advanced Merchant Note : A well developed town can give acces to new workshop for craft higher level/valueable item. + special craftsman dayli, weekly currency quest
2500 currrency : Advanced Merchant (can rent an advanced shop) (250 currency for a week) + special dayli, weekly currency quest
2500 currency : Advanced Trader (can unlock advanced trade mission) (250 currency for a week) + special dayli, weekly currency quest
to
3000 currency : Guard (got a little buff when defending town and reduced price to repair a broken gear in the town) unlock the ability to teleport to his town and got a gold salary dayli (they must stay 15 min in the town to get salary) and unlock easy heroic quest (good reward) + special dayli, weekly currency quest
5000 currency : Knight (got a good buff and no cost for repair broken gear) and got a gold salary dayli (they must stay 15 min in the town to get salary) higher salary than a Guard, and unlock medium heroic quest (good reward) + special dayli, weekly currency quest
7000 currency : Bounty Hunter (buff + Can unlock special daily quest for kill a dangerous NPC (solo, group or raid version) this monster drop gear, tradeskill valuable item and the quest reward its a good amount of money. + special dayli, weekly currency quest
...etc...etc...etc
to the KING!!
and why not a vassal town who has to pay one tribe with currency to an other stronger town... (the stronger cannot attack the vassal and must defend it too), and the vassal can breack the deal.... start conspiracy against a strong lord
Make just 1 job avaible at the same time, for exemple a player can't be knight and Farmer at the same time with timeout, for exemple if a farmer choose to be knight he must wait 1 week to start a new farm and must wait 1 week to become knight again.
Each player must progress and can"t be a knight first, so if a player want to be knight the cheaper way its beegars==>Farmer==>Craftsman==>knight that will cost 3100( +rent) currency so minimum 4 month fo a subscriber.
So like this the currency didn't get any negative impact with traditional money system (gold) for any trade player/player or player/NPC, the progression will be more easy for the subscriber without locking the content for the freeaccount player like i said not pay to win but the player can choose to pay to easy play or play will pay.
The play will pay player (free account) that will pay for everyone cause he must give the same amount of currency for progress his social status and force him to do quest that give XP to the town.
Make a trading with gold is very important, cause i think player economy its really important in a MMORPG and this currency system will not breack player economy.
Make just 1 job avaible at the same time, for exemple a player can't be knight and Farmer at the same time with timeout, for exemple if a farmer choose to be knight he must wait 1 week to start a new farm and must wait 1 week to become knight again, cause i think its stupid to see a farmer raiding a heroic boss.
After all the most simple thing to for the subscriber its to add a multiplier currency reward for the subscriber.
Conclusion : The game will grab more people = more money for the company
The people are tired of the pay to win, and a subscribe account only will result to less people.
That play will pay for everyone = a good advertising is going to make for you and the players will be more inclined has to spend some money, cause today a lot of player are tired to be milked by the MMO.
0
Comments
I'm sick of it so ill gladly pay a subscription only game.
May Ashes of creation outlive all others...
All you've done in your example is create a super P2W System, which is 100% exactly what Intrepid is trying to stop in the industry.
Steven is concerned about making a good game, not worried about making the most money.
"Ashes of Creation will not be pay to win, that is our pledge to the community. One of the core principles we set forth with Ashes of Creation is a very strong desire to maintain the game's even playing field."
Inventory slots and XP potions are considered pay to win.[6]
The Subscription model was decided on far before any serious development of the game had begun.
It was a choice made by Steven In response to the cancerous trend of mmo's going f2p p2w just to milk what is now a heavily burned community.
able to buy currency (500 max) by month
able too buy bag emplacement, character slot, XP Boost...
able to buy skin.
Able to buy.... is pay to win
Don't worry my man. I fully support your business model. The idea literally comes straight from hell . I like how you're thinking outta the box. Intrepid should hire this man. He's an economic genius.
All wrapped up in a public sector employment system...a la Node bank for state funding.
Using rentals (-10%) to return 'part' of the nodes funding through wages (+90%).
So what happens to the reamining 90% ?
Does it;
a. Get spent on the node where the currency originated enforcing a closed loop.
b. Get stuck in a employees pocket, ensuring ever more currency needs to be added to ensure financing is liquid and not solid.
c. Get spent on another nodes assets, draining wealth from the node unless a balance of trade is perfectly maintained.
The problem with a hierarchy is you will always have arguments about who sits at the top of that pyramid.
Not that I have a problem with the general concept of being devoted to 1 profession at a time.
Some interesting concepts wrapped up amongst less desirable aspects.
A refuse collector many would consider are not worthy of good pay.
But when you are swimming in trash, rats and disease..you probably would reconsider their value to society.
Distribution of labour implies, all types of labour are in fact of equal necessity.
IMHO.
On the free to play. Free players consume more real world resources than had they not played. Someone has to pick up the tab for the extra infrastructure and maintenance expense. Either Intrepid or the players. There is no free lunch.
WoW and FFXIV have no problem being sub games.
The primary flaw with your system is that no offense but its fucking annoying. First off, it isn't even neccessary because a sub system will not fail after a year and become pay to win. Second, your system still incorporates the essence of pay to win.
A subscriber is getting currency for paying the 15$ monthly. And a free player has to buy his for 10$. So what the fuck is stopping a free player from remaining a free player? Your argument?> that they need it do develop a node and because a node brings benefits, they will be forced to buy it.
Another question, Who the fuck will buy a sub for 15 when they can get everything for the 10$? Your argument is that a sub needs a free player and vice versa because things they can use with their currency is different. Well guess what, ain't no mofo buying a sub if they can do things for cheaper.
Next up- you say that it isn't pay to win because it's for node development currency only. Well it is pay to win. Because the free players that pay will get access to content faster and have an economic advantage over others. And as such a subscriber is also paying to win according to this system. You also want a free player to waste his time grinding quests for this currency thing when a sub player inherently starts out with more and can use that time to do other stuff to advance in the game. Your model also kills the exploration and adventuring of an mmo and turns it into a chore to play like every mobile game becomes after a few weeks of play. In no sense does your model work at all.
Your entire system is built on flaws and on the assumption that a subscription model will fail. I'm not saying this to hate on you or because your english isn't so good. I'm just logically dismantling your entire model and proving you wrong. Please do reanalyze your model before commenting again about how great it is because it doesn't even come close.