Eldanien2008-02-12 05:31:23
I'm sure there's a reason why the rate of bonus lesson gains was set where it was, but it occurs to me that if the rate were increased (same total, just faster), then it would create a more inviting environment for new players as well as allow new characters in general to get involved sooner.
IE, instead of 2.5cr gained per bound credit, make it a full 5. Or more, even? I can see how they were meant as an enticement to get people to buy credits, but I'm wondering if this change would would be a better way to go. As a new player, if I knew that my first small credit purchase(s) would get me a huge boost in lessons, I'd be far more likely to make that initial purchase (thus creating earlier attachment to the character). And for those who aren't initially likely to buy, then getting a faster jumpstart in lessons from in-game credit purchases would allow for earlier involvement in conflict and the game as a whole, and a greater sense of character accomplishment. This would seem to lead to a greater likelihood of sticking around and buying credits.
This is more an admin matter than a balance/problem-solving idea, but I thought I'd put the idea here on the forums to see what others think.
IE, instead of 2.5cr gained per bound credit, make it a full 5. Or more, even? I can see how they were meant as an enticement to get people to buy credits, but I'm wondering if this change would would be a better way to go. As a new player, if I knew that my first small credit purchase(s) would get me a huge boost in lessons, I'd be far more likely to make that initial purchase (thus creating earlier attachment to the character). And for those who aren't initially likely to buy, then getting a faster jumpstart in lessons from in-game credit purchases would allow for earlier involvement in conflict and the game as a whole, and a greater sense of character accomplishment. This would seem to lead to a greater likelihood of sticking around and buying credits.
This is more an admin matter than a balance/problem-solving idea, but I thought I'd put the idea here on the forums to see what others think.
Saaga2008-02-12 13:11:22
A nice idea, I think.
Unknown2008-02-12 15:47:47
Nice in theory, but remember that the bonus lessons were changed to work on any credits converted. They don't have to be purchased through OOC means to get the bonus. Making the bonus rate double what it is now would serve more to encourage buying off the credit market than from the web site, in my opinion.
Acrune2008-02-12 22:22:55
QUOTE(Zarquan @ Feb 12 2008, 10:47 AM) 485780
Nice in theory, but remember that the bonus lessons were changed to work on any credits converted. They don't have to be purchased through OOC means to get the bonus. Making the bonus rate double what it is now would serve more to encourage buying off the credit market than from the web site, in my opinion.
I agree.
Eldanien2008-02-12 22:28:25
Buying off the credit market encourages OOC credit purchase. Also, the idea was that by creating faster involvement in the game (even if through credit market purchases to increase skill), it would encourage people to stay and remain involved, thus resulting in more longterm players, resulting in more OOC credit purchases.
Such was my theory, anyhow.
Such was my theory, anyhow.
Xenthos2008-02-12 22:31:38
QUOTE(Eldanien @ Feb 12 2008, 05:28 PM) 485851
Buying off the credit market encourages OOC credit purchase. Also, the idea was that by creating faster involvement in the game (even if through credit market purchases to increase skill), it would encourage people to stay and remain involved, thus resulting in more longterm players, resulting in more OOC credit purchases.
Such was my theory, anyhow.
Such was my theory, anyhow.
The basic intent to this is a good one-- there needs to be a larger supply of initial lessons / credits for this game. There's so much more to learn, and all of the skillsets are full (no mini-skillsets that take half-credits). It's very daunting. I'm just not sure about tying them to credit conversion.