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Micro-transactions
#7
I could see that... you have a standard free recipe path, and the more specialized stuff you pay for. It would have to be by a full "class" of recipes - selling individual recipes would either piss off the crafters (especially if you have sub-combine recipes), result in purchase of only "required must have" gear recipes, or drive the crafters into paying for a subscription. Although if developers go down that route, I could just as easily see them selling individual raid level crafting recipes that require drops from raid mobs. Or for games like Eve, purchasing original or copied blueprints.

What microtransaction scheme you can implement depends on how complicated the crafting system is. You could make more things available if its a time-sink game within a game ala EQ2 rather than if its click a button combines ala WoW/Rift.

For crafting, I could see people paying for:
- Recipe classes (Steel, etc)
- Temporary buffs/consumables for faster harvesting, or better item creation
- commonly available "rare" materials (rares from harvesting nodes)
- crafting/harvesting gear
- Temporary buffs or permanent abilities that gives you a chance to increase the output of harvested materials (i.e. chance for 2 rares instead of 1) from material nodes
- "Sales Licenses" that reduces the amount of commission the game takes from selling through the broker, or reduces/removes the cost of placing an item on the broker
- if its like Star Wars Galaxies with resource miners & factories, paying to increase the efficiency of those
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