P2P or P4Benefits?
Posted: Fri Nov 07, 2008 1:21 am
P2P is great and all... but in my opinion thats only for games that can 100% guarantee a player base up in the hundreds of thousands.
I believe a big problem of why people didn't try xenimus is because it was a "free trial" and P2P when they've never even heard of it... this was an issue many many many times introducing others to xen.
Here's some separate ideas...
1) Giving bonuses for paying customers...
- access to special dungeons
- special quests
- +X% EXP
ect...
2) Get points to use special item from the Geosids
: say $5 gets you 2,500 points...
: you spend 300 and you can use a temporary NDNT Soul Drainer (weapon); the item would last say 3 days; then break and disappear.
: you can spend 500 to be granted a special personal buff, something like +3% EXP for a duration.
3) Restricting unpaid accounts from easily logging in during high population times.
4) Limited XX Hours per day.
Anything anyone else can come up with?
Come on, let's try to think of a way to keep new players coming and hooking them into the game, and encouraging players to spend their money for more than "just to try the game" or "just to play".
I believe a big problem of why people didn't try xenimus is because it was a "free trial" and P2P when they've never even heard of it... this was an issue many many many times introducing others to xen.
Here's some separate ideas...
1) Giving bonuses for paying customers...
- access to special dungeons
- special quests
- +X% EXP
ect...
2) Get points to use special item from the Geosids
: say $5 gets you 2,500 points...
: you spend 300 and you can use a temporary NDNT Soul Drainer (weapon); the item would last say 3 days; then break and disappear.
: you can spend 500 to be granted a special personal buff, something like +3% EXP for a duration.
3) Restricting unpaid accounts from easily logging in during high population times.
4) Limited XX Hours per day.
Anything anyone else can come up with?
Come on, let's try to think of a way to keep new players coming and hooking them into the game, and encouraging players to spend their money for more than "just to try the game" or "just to play".