Colbey Kal
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- Joined
- Aug 5, 2009
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- 402
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- NBK Otium
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- Colbey Colbey Kal
Fortnite's business model is based around providing a free fun to play game and selling "Vanity" items. It has done very well. Please consider re-adding this into your business plan.
The only downside of a vanity revenue stream would be the development cost. There would be no need for re-balancing things unlike adding other things to the game. New vanity items will simply show who the trendiest (biggest spending?) person is.
The upsides are
1) Added fun for people interested in buying "vanity items"
2) Added fun for people providing "vanity items"
3) Increased revenue for MindArk
4) More 'Mark Up' for non-interested players
As things stand, UL clothing means clothing crafters / designers have very few real customer. This means textures, skins, and paint have little demand, and less MU.
I suggest having clothes wear out.
In real life a piece of clothing degrades a tiny bit every laundry cycle. In game clothing should fade and becomes less attractive over time while being worn. (Note: do not lower the TT value. This would look greedy) I suggest the average (of the top 25% of the player base) avatar's current playtime for 2 months be the base expected lifespan of clothes.
Most players with valuable clothes would take their clothes off after they put on armor, so their clothes would last more than the 2 months listed above. However, players could also 'patch' their clothes. They would get back 90% (Recursively) of the clothing's previous max appearance by using tailoring remnants. The remnants' TT value would be returned as shrapnel. There would also be single use (crafted) tools that would reset this counter with minimal TT but high MU (redulite & skin crafted) for people with very expensive or irreplaceable clothes. People with high cost clothes could use these to make their clothes last indefinitely, but still requiring clothing crafters, miner, and hunters in the process.
This should not ever change the effectiveness or wearability of buffing clothes - but their appearance is fair game.
There are many more ways to increase "vanity" appeal without requiring game play balancing: Better pets, masks, rare skills, real estate, permanent landmarks, named items, ect. All of these add to the social aspect without increasing costs for people who are uninterested.
The only downside of a vanity revenue stream would be the development cost. There would be no need for re-balancing things unlike adding other things to the game. New vanity items will simply show who the trendiest (biggest spending?) person is.
The upsides are
1) Added fun for people interested in buying "vanity items"
2) Added fun for people providing "vanity items"
3) Increased revenue for MindArk
4) More 'Mark Up' for non-interested players
As things stand, UL clothing means clothing crafters / designers have very few real customer. This means textures, skins, and paint have little demand, and less MU.
I suggest having clothes wear out.
In real life a piece of clothing degrades a tiny bit every laundry cycle. In game clothing should fade and becomes less attractive over time while being worn. (Note: do not lower the TT value. This would look greedy) I suggest the average (of the top 25% of the player base) avatar's current playtime for 2 months be the base expected lifespan of clothes.
Most players with valuable clothes would take their clothes off after they put on armor, so their clothes would last more than the 2 months listed above. However, players could also 'patch' their clothes. They would get back 90% (Recursively) of the clothing's previous max appearance by using tailoring remnants. The remnants' TT value would be returned as shrapnel. There would also be single use (crafted) tools that would reset this counter with minimal TT but high MU (redulite & skin crafted) for people with very expensive or irreplaceable clothes. People with high cost clothes could use these to make their clothes last indefinitely, but still requiring clothing crafters, miner, and hunters in the process.
This should not ever change the effectiveness or wearability of buffing clothes - but their appearance is fair game.
There are many more ways to increase "vanity" appeal without requiring game play balancing: Better pets, masks, rare skills, real estate, permanent landmarks, named items, ect. All of these add to the social aspect without increasing costs for people who are uninterested.