IDEAS FOR RYZOM


What you do think about this Free to Play model?
Implement this!
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This is good with minor adjustments.
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1
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Neutral
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I do not think this will help Ryzom.
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I like the current Free to Play model. Do not change.
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23 (2)
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Other
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1
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Abstain 2
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#33 [en] 

+1 for the microtransactions model

#34 [en] 

Loved and I had a chat last night and some ideas that came from this are:

Keep monthly/yearly subs that provides only:
  • double xp for the time paid
  • a special non-storage (only follows player, also does not fight, aggro, etc) pet (made from pool of existing mobs), or cosmetic item for every full year that a player subs to reward long term support.
Microtransactions that can provide players (EDIT) *with dappers* to buy:
  • extra permanant storage
  • cosmetics (not including long term sub items)
  • pets (not including long term sub pets)
  • xp catalyzers
  • more things that other players make
  • (EDIT) packs of additional map markers
(EDIT) This hopefully adds more dappers to the economy and provides more meaningful sinks in which to spend them.

I'm not sure where guild related benefits would fall but I suspect they should remain as they are with the subscription model.

I do not think buying xp cats or getting double XP is pay to win. As Fifi points out, the term "winning" is not applicable to Ryzom. I think players should be able to accelerate the progression of their toon if they desire as they may be vets making a new toon, don't like to grind, have limited time, want to catch up with friends. Experience Points are not nearly as meaningful here as finding teams, making friends, and gaining actual knowledge about how the game works. That is if you don't learn how to construct effective actions from stanzas and learn when to use them, learn the traits of weapons and armor, the strength and weakness of mobs and tactics your toon levels will have little meaning.

Last edited by Larla (8 years ago)

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