Business And Economy Archive

Thread: Couple ideas to increase revenue for SOE and increase gameplay

Saratoga
Sun Mar 20, 2005 2:42 am
#1

Having played a number of MMOs, every one has the economy impacted to some degree by gold farmers. Gold/credit farming will be in every game out there. EQ2 has websites dedicated to selling gold. WoW and SWG both have credits or gold on EBAY. The simple solution is to have the gaming companies sell gold or credits to the players. Companies would have to sell at a lower rate than what the gold farmers do to maintain the competitive edge. This will give gaming companies control over the economy and increase their revenue.


Second idea is allow players to buy additional characer slots on servers. I prefer games where i can play multiple toons and experience all types of game play. SWG seems to be the most restrictive game on the market with respect to the number of toons per server. As we all know only way to get another slot is working up the FS tree. This would allow players to create a crafter and combat toon. will still need the doc buff bot/second account until the CU.



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LuriAsmyr
Sun Mar 20, 2005 3:42 am
#2

This would effectively ruin the in-game economy by allowing certain people to become self-sufficient (via additional character slots) and pour an unlimited amount of credits into circulation.

EDIT: Or rather, not pour an unlimited amount of credits into circulation (because there would probably be regulations), but provide an advantage to those with deeper pockets who are not saving for rent/food/utilities/etc. I do not believe any company should introduce a feature like this into their online games.

Message Edited by LuriAsmyr on 03-20-2005 03:45 AM

MTVGeneration
Sun Mar 20, 2005 5:22 am
#3

I agree you can't allow people to buy loads of credits. If people decide to buy them then fair enough...also it would be cheaper just to buy another toon...I don't thinkhaving a 2nd toon is a bad idea. I know that my 2nd toon will be used to finance my first which is 100% comabt focused....



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Puertoriqueno
Sun Mar 20, 2005 7:39 am
#4






LuriAsmyr wrote:
This would effectively ruin the in-game economy by allowing certain people to become self-sufficient (via additional character slots) and pour an unlimited amount of credits into circulation.

EDIT: Or rather, not pour an unlimited amount of credits into circulation (because there would probably be regulations), but provide an advantage to those with deeper pockets who are not saving for rent/food/utilities/etc. I do not believe any company should introduce a feature like this into their online games.

Message Edited by LuriAsmyr on 03-20-2005 03:45 AM





Lineage 1 and 2 are successful models that can be used to view a healthy economic system. Too many developers ignore these games. They allow you to purchase up to 10 serial codes per user (based on credit card).

Message Edited by Puertoriqueno on 03-20-2005 09:46 AM




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Drunkenjedi420
Sun Mar 20, 2005 5:07 pm
#5


The game is designed with knowing that already.


Do you not think the creators already think of this stuff already. Like one of the people mentioned, there will always be some kind of a loop hole. Some one with multiple accounts, another who finds a bug and exploits it at at his own will, purchase of "in game content" for real money. All of these, and many other treats are in our game.


Do you really think if the company itself provided a type of game, where a "Real life money" would actually provide advancement of individual status in game,equavillent to the controbution made in real life by use of real life cash.


The conflict here is the blance of the two = Player who is Sitting at his monitor within the actual game itself playing within it -with its basic structure to advance. In some cases un-advance within it as well willfully. He will Play normally doing missions, crafting Items, and other in game functions, flaming in some cases rabidly at the cantinas after being slayn by an AT-ST.


Conflict ==> Is the person who dedicated his same time in the "Real World" who has Real world money ( Money in the "Game world" equates to hours of game play?-?-?) to purchase "Game" time/items/services.


For some, logic says this is O.K. Is it not how our "Real World" functions is it not? Well, you have to consider how far you want to push ethics with the Game system and structure. How it ties to the "Real World" and how effective is it on the Impact it causes to the people who use it ... Negative/Positive players of the game.


There are even more delicate issues involved, like relationships and jobs. And then, there is just you and me, who want to just roll the dice and get some gold. We want that new sword and we are good to go. Either way, things will only change once we all communicate better.


My Personal Comments on Economy: I want to see the stats again. I want to see detailed reports of top design and structure team's logs. I want to see the numbers and I want to talk about the situation. Charts and Examples can help us understand better. I wonder how much trouble it is for the Game Staff to supply detailed economy information at a small fee from the Game players. Either from a in game quest or a $2.99 Fee? Even that might have to be considered. LoL.

Message Edited by Drunkenjedi420 on 03-20-2005 04:14 PM



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