Tree of Savior Forum

Ideas for the cash system supporting a non pay-to-win game

From Brazilian Fanbase: Brasil Tree Of Savior

What about sell skins for companions, different races of sheperd’s dog and falconer’s falcons.
Different sprites for auras of max level

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1 Like

well . it is categorized as cosmetic item . . I think IMCgames would do that. just many other f2p games, selling cosmetics for cash shop

this’s the way to go! outfits, different skins for companions all of that good stuff!

I already posted some of my opinions somewhere else :

  • Costumes for characters in cash shops.
    Costumes can be weapon, armor, helmet, boots, shield, accessory, or overall costumes.
  • Costumes for mounts or companions in cash shops.
    Costumes can be overall appearance customization (for example, cataphract is usually seen riding a weird mount, now that weird mount changed to a dragon, wolf wearing armor, etc)
  • Barracks customization items and styles in cash shops.
    Your barrack is your home. You can change its style to a gothic style, cute style, badass steampunk style, etc.
  • Exp potions, of course with long cooldown so everyone can’t spam the usage. Exp potions are meant to help people who don’t have much playtime for grinding.
  • Special potions that prevent players to drop their items when they died, prevent gear/equipment durability to reduce, and reduce experiences penalty when they died, about 50% reduce.
  • If there are guild territory, base or something similar, they can sell customization items for that too. It’s like playing Sword Art Online where each guild has its own base. Each base has its own theme, buildings, houses where each player can access their barracks there, statues, trees, waterfall, fields, guild banner, guild airship for fast access to main cities, guild side missions, guild theme song, etc.
  • Ask for donations. This won’t force players to pay. Those who have the money and want to support the game shall donate.
  • Steam has workshop. IMCGames can utilize that feature.
    Players can upload their works, give their suggestions or concepts for new feature/future updates. In case IMCGames ran out of ideas about what they should update, they can take a look at our works. If they found some interesting ideas, they can implement them to the game. Me, as an intermediate 2d designer will gladly help to design some new costumes for cash shops.
  • No IP block for other regions.
    More people will play at the international and more profit they shall get. Dota 2 is the most played game at Steam. ToS can take the 2nd spot with its popularity. Local servers will not last long and eventually will go down, causing local players lost their interest in playing ToS.
    They won’t really bother about the global server if they’re already dissapointed with the local.
7 Likes

Cash shop huh, well there are other ways too.

1. Cosmetic Items. Aesthetically makes your character look its best. Tactically hides your equipment from the opposition. Great for both kinds of players.
2. Consumable Items. Greater healing potions for PvE (disabled in pvp and guild wars), Boss location items for field bosses, warp items, storage access items.
3. Rentable gear or Beginners box set. Gear which once purchased, is removed from your possession after a fixed period of time (say about 2 weeks), this gear is complete and fairly obtainable in game as well (and it’s disabled again during GvG and PvP, more of a levelling tool). A popular thing tends to be starter packs, offering various gear and items to help a noob get off the ground quickly.
4. A VIP/Premium service. Which helps people level, unlock character slots or increase drop rates. Nothing OP, just an added bonus for fans who want extra chips with their burger.
5. Name changers, Region changes and Gender swaps. People always want to change their name to something better, or maybe they mature and don’t consider “XxSn1perxX” a good name any more. Gender swaps can be good if new classes are introduced, and the male or female is a clearly superior sprite model. Server/Region changes, to move your character if you move to another country, or if your friends decide to play on another server.

Those are 5 F2P friendly, Play 2 win friendly ideas.

2 Likes

I can only agree with points 1 and 5. Everything else has the potential to upset game balance, even in PvE.

Fair enough, but then again any feature has the “potential” to be corrupted. If done right, all those features offer could easily support the free to play/play to win model but also gain a lot of revenue for the dev’s. Remember one of, if not the greatest reason games go P2W is because the Dev’s need or want more money. So you gotta give them enough reasons to stay with the play 2 win model when it comes to income.

Giving them only cosmetic items and Name changers probably won’t be enough.

Buff potions (Bonus stats, auto revival item, bonus drop rate, etc), with limitation that those can’t be used in PvP or GvG.

Uhh…
This is blatant P2W for the competition in PVE environment. The competition to kill rare world bosses and get their rare drops (like MVPs in RO). And IMC games seems to have emphasis in it.

LESLIE: 보스 사냥 시 인스턴트 던전 운영이나 레이어 분리를 하지 않은 것은 MMORPG의 본질을 살린 게임을 만들고 싶었기 때문이었습니다. 게임에서 모든 사람들에게 정당한 매너 플레이를 요구하는 것은 불가능합니다. 선한 사람이 있다면 악한 사람도 있는게 좀 더 현실적이라고 생각으며, 스틸의 요소 또한 구성 일부라고 생각했습니다.
LESLIE: 반대로 고레벨 유저가 저레벨 유저분들이 힘들게 보스를 잡고 있는 것을 보면 지나가다 도와주는 것 또한 역할 수행이겠죠. 게임 내에서 유저간에 발생할 수 있는 일들이 좀 더 다양하게 보여지길 바랍니다.
LESLIE: 다만, 파티 사냥에 대해서는 여러분의 아이디어가 좀 더 필요할 것 같습니다.
LESLIE: - 다른 파티의 몬스터를 사냥할 경우 기여도를 낮춘다, 미스를 뜨게 한다 등 여러가지 이야기가 오고갔습니다.

We didn’t create instanced dungeons or layer separation because we wanted to capture the basic MMORPG essence. We know it’s impossible to expect all the players to act mannerly in this kind of game. Realistically for every good/kind player there’s also bad/mean players, and with this thought in mind we think that stealing is a part/element of the genre [that they can’t necessarily fix without removing a lot of player interaction].

Conversely, a high-leveled player might see a low-leveled player struggling with a boss and help them out as they are passing through. We want a user’s experience to be varied and rich [?].

However, for party play, we’re probably going to need more input from the players.

Currently we’re considering ideas like lowering the contribution of people not in the party, or making them miss when they try to attack.

I think the last 2 sentences is about quest bosses, because it will be funny if you can’t kill them after the quest summoned it because other players keeps killing it.

From what you posted, it doesn’t sound horribly P2W. It might destabilise MvPing a little bit depending on whether the bought bonus stat items can be earned. We also need to find out how much these bonuses give. As for not dying… well… just don’t die lol. It’s hard, but normally boss exp/items are split more favourably between those who don’t die, than those who do, even if they did revive next to it.

We also need to see prices n such, I dunno what to think yet.

Consider this scenario :
-Party A uses those kind of items.
-Party B doesn’t
Both compete to kill a boss. Obviously, party A can deal better damage, and have better survivability because they have better stats so party A have higher chance to win. And if both get wiped, party B will take time to get to the boss spot again. And party A can kill it when party B is away.

Put it simply, those kind of items give advantage in a competition. It’s P2W.

4 Likes

I get your reasoning, however if the increase in damage isn’t that significant, i’d say they’d only actually win over the boss 60% of the time in the long run. Maybe if this were a sample of 1 boss, then it would be completely unfair, but in the case that Party A and Party B need to fight the same boss 40 times. Party A will not win every time if the skill level is the same, if the bonuses they get from the buffs aren’t that great.

However It is obviously still P2W in the loosest sense even if the buffs aren’t game changing. However I think we need to keep things relative. In the grand scheme of gaming, this is relatively low key P2W. Until we know the effects of the buffs themselves, we can just agree that it is a little P2W, but we don’t actually know how much it matters. (As for the revival in place thing, I find that’s most useful against super hard bosses, or people who just don’t know how to play the game. In the case of the former, it’s p2w, in the case of the latter, it’s just a bit embarrassing to watch.)

(Yes, I did change my opinion a bit after reading your (even if very obvious) statement. My experiences with P2W have been more extreme than this.)

For those kind of items, they can put a long cooldown in order to use it again. Simple as that.
That’s just my opinion anyway. It’s up to IMCGames whether they will implement it or not.

2 Likes

and just add them to the buff limiter, so they need to trade off other buffs for the p2w buffs, which would let f2pers close the gap slightly in power.

Yeah, maybe I never experienced the worst P2W games, because I don’t really play much F2P games in the first place. Always got bored before I even get to competitive scheme in those games. So for me, little advantage is still advantage. Little P2W is still P2W.

@Erokhi
It doesn’t change the fact that people get advantage when they use them.

maybe selling the same potions an alchemist can make? then it would be fair right?

the option to buy pets, that don’t really do much would be nice, too. : )
many players like to have creatures as pets… (maybe not the huge monsters, but a selection of others )

me for example, I’d pay 5 - 15 $ for a pet that doesn’t even do much but look nice.

i would also love to see skill effects change, Same as Dota 2 like Immortal items, which makes your skill look different and cooler

Right, so once again I said it’s up to IMCGames.

That also doesn’t change the fact that there will be some people that will always try to dominate 1 specific boss/grinding spot with or without using those buff items, especially if the bosses themselves have good drops.

Yep, It’s up to them. I’m just pointing out that it gives advantage in PVE competition, hence P2W. While the thread title is

Ideas for the cash system supporting a non pay-to-win game

And yes there will be some people that will try to dominate 1 specific, or even multiple bosses. And if ToS pulls enough playerbase (I hope it does), there will be more than one group that will try to dominate, hence competition in PVE environment. And the groups that pay for those kind of items will have advantage over the groups that don’t in this competition. In short, P2W.

I like monetisation system of World of Tanks: their major income comes from selling premium accounts which only boosts EXP and ingame currency recieved after battle. And most mature people don’t mind paying for something that saves their time.

Buff potions are not about saving time, they only ruin neccesity to make parties, or they create unequal conditions. So F them, I’ve got enough of this in RO.

Rentable items are also effing F! Just think about it: people need solid reason to waste money on something that disappears after short time, so guess what this items must be? Of course some OP wunderwaffle!

So how can IMC make MOAR money you ask, if they don’t sell consumables? I have a good guess: sell something easily achievable by ingame means for those who have no time even for that.

As an example it can be 50 greater potions made by simple quest, but still taking 15 minutes of your time. This system is similar to premium shells in World of Tanks, you can buy them by ingame currency at insane price. So if non-paying players want to use this shells and keep their ingame balance positive they have to farm more money at lower tiers or ask their mommy to buy them a premium tank (which stays with them forever).

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