a reply to:
bally001
my thought on monetizing the game was through purchase of rarity items. Basically the game would be free, and all the quests are free to play, however
all drops are common drops. That said, you can convert a common to a higher level by purchasing an upgrade. The levels would be
common- Free
uncommon- ability to hold one recipe- 5 dollars
very uncommon- ability to hold two 2 recipes 10 dollars
rare- the ability to hold 4 recipes- 20 dollars
very rare- the ability to hold 6 recipes- 40 dollars
Unique- 10 recipes- 60 dollars
you can also craft items, and actually it is encouraged, as a crafted item has a level to it, which increases its base stat.
Level 1 sword, 10 damage
level 10 sword, 100 damage, so the thing is, people can skill up their crafting, but won't necessarily want to buff their stuff till they been playing
for a while.
now hear is the thing, you can only purchase recipes from the store. Each recipe is 2 dollars. the different recipes are
+1 to a stat
combine recipe with +1
The +1 give you a +1 buff
the combine take another recipe and adds +1 to it. so if you have a +1 strength and a +1 combine, you get a +2 recipe. You drop 20 bucks and you can
get a +10 stat.
With that said, I want dungeons that you can instance to with bosses at the end that drop recipes. The problem is, its hard to beat the dungeon, you
can't beat it alone, it only drops one recipe, and you need alot of guys to get through it to get the recipe. This encourages group work/ guilds
working together, etc.
Another thought I had was the trade system. If you are in the forest, you can harvest trees and mushrooms, not worth much in its zone, but you can
take them to another zone and they are worth more, stone and minerals in mountains, fish and pearls near the sea. You can only collect gems in cave
dungeon instances, meaning they are hard to get, which can be used to create rings and amulets that give you buffs. With the trade system, you have to
establish a caravan and walk your caravan from point A to B. That said, the game is PVP so once your caravan leaves the safe zone, it can be ganked.
The plus side though is you can hirer mercs to protect the caravan. Basically high level NPC that fight for you when attacked. So when a level 70
decides to raid you, you get two level 70's that defend you, plus yourself.The way the caravan works is
2 mercs take 25% of profits
4 - 50%
6 - 75%
8 - 100% (I left this open, because mercs will stay hidden until the caravan is attacked)
This leads to death. If you die, you are allowed to keep your highest level item, thats it. To me, this encourages two things, team work, cause there
will be a count down of two minutes till your dead dead. and since if you die, you lose everything save one, your friends can grab your stuff, and
hold it for you, till you get back to your body. My thought is 1, you won't necessarily want to go out on your own, and two if you two, you will want
to prepare for it, and make sure you can protect yourself.
Lastly, a justice system. Yes you can PVP, however with every PVP, one stat randomly drops 1%. the more people you kill, the more your stats drop. So
yes, you can occasionally partake in a gank, but you suffer for it as a result.
Reputation- The more trades you do, the more reputation you gain, the better prices you get at the market. Every trade deal increases the next one by
.01% meaning the more trades you do, slowly, the better price you will get.
Master Level- Eventually you will get a character that is an old codger in the game. At this point, if you hit the required level, You can craft
recipes. These recipes though will require ALOT of resources, which you can't get on your own, from all over the map. Yes it can be done, but not
without your guild, and not without putting in the time. Also, you can only master in one thing, so if you have a guild, you will want a weaponsmith,
an armorsmith, a amulet & ring smith, etc Basically this encourages guild cooperation.