Originally Posted by
Gavry
Hehe, what a coincidence. Was literally going to post almost exactly the same topic and then saw Furrawn had beaten me to the punch. I think it would be good to list what you would happily pay for and about how much, what you don't want to pay for and finally what you would pay for if it was available.
Willingly Pay For
1. Campaigns. I think the current 10P per new campaign is very reasonable. If there was a large one, or somewhat special, I'd happily pay up to 20P.
2. Special Equipment. Currently the 2P for special equipment is good. I'd much rather see a different approach to this however. See below.
3. Character slots.I feel the current price is fine. Currently no real interest in this however.
4. Respecs. Current price is fine. Currently no real interest in this however. A totally new skill system however with purchasable branches I'd love. See Below.
Not Willingly Pay For
1. Gold. I can get enough of this in the game already. I don't think you should be able to purchase in-game currency. Especially if it ever becomes more useful than just potions.
2. Inventory Slots. No interest at all. A totally new idea with inventory and purchases however. See Below.
3. Stash Slots. No interest at all. Feel this should be unlimited and free.
4. Emotes. No interest in buying this at all. Helps to add life and colour to the world. Should be actively encouraged as free.
5. PvP. I have no interest in this aspect of the game at all. I don't see the current price as unfair however.
Willingly Pay For If It Was Available
Guilds
1. Guild Setup. Setting up a guild should cost P. Maybe 50P to setup a guild.
2. Guild Badge. Purchase of a badge to enter a guild. 2P.
3. Guild Buildings. Should be different types and costs appropriate to them. As you spend more you get more resources. Guild Storage Stash. Guild Bank. 10P-500P
4. Much More. I'm sure there will be HEAPS of different ideas that come out around this and all cost P to purchase.
Quests
Probably my favourite.
1. Quest Items. In particular items required for great equipment. Have a Jewel seller who sells precious jewels. Purchase deterrent levels of jewels for P. Quest with those jewels and rare equipment for a cool final item. Proc weapons etc. I would MUCH prefer to get fantastic equipment through purchasing the raw materials and then having to quest for the final item rather than just buying it from the shop. Make some quests absolutely epic. Have pink quest items that you need to find, and raw materials you need to purchase with P. Same quest, different purchased items would result in different final item. One direction would result in a sword that had damage proc, other way healing proc. Take the really long path, with a lot more rare and purchased items and you get a weapon that does both.
I'd pay 25P and spend a LOT of time questing for a fantastic, very rare, geared to what I want item.
Skills / Classes
This requires a complete change to how skills work:
a. Make them tree structured.
b. Keep the current three base classes.
I'll use a Warrior as a starting point, as I play one. Warriors with no customisation will follow a pretty standard, increasing damage, increasing self defence skill path. Most well known RPGs have a good handle on this. They would have three main paths through the tree:
1. Damage
2 Self protection; dadge, parry, evade, etc
3. Tank; rescue, bash, attract enemy, etc
At stages through the path a warrior could spend P to branch off. Jump across to the self healing path, early stages of the healing path of an enchantress. They could then start getting heal, bless, armour etc. They are becoming a Paladin. Conversely they could jump across to the pure damage part of an archer class. Get dual wield, bow skill, sneak, trap, etc. Now they are a Ranger.
Expand this concept across all three classes and you can easily get a heap of different classes, that people can choose to become, and in my opinion will happily spend P to get to.
I'd spend 20P to open up the self healing branch for my warrior when I could. I want to be a Paladin.
Inventory
I don't like the current idea of buying slots. In it place, and I'm afraid this will take a bit of work, I think equipment should have weight. As you hold more in your inventory you get weighed down. The more you are overloaded the slower you move, the lower you AC and damage become. Now to counter this add bags. Standard bags will help a little, backpacks and the like. For Plat, my preference via a quest, allow people to get magical bags. Can carry a lot of weight with no effect. In essence people will buy inventory slots, but not feel like they are just getting ripped off. I'd much rather spend 10P on a bag that can hold 250 items without encumbrance than buying straight out 250 inventory slots.
I think that's it for now. I'm sure I'll come up with more.
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