#VP business idea for developers - How to open the gates for f2p and earn from it

20 messages · Page 1 of 1 (latest)

remote dagger
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The introduction of the VP system is a great idea. By thinning the line between f2p and s2p you will allow way more players to play the game and keep playerbase numbers strong.

Here is some business ideas that you can take to cash-in from the new player income and VP system. To keep game properly functional:

NOTE: The values and options of this post have been updated according to the values and systems of the 1st VP update.

  • (2€) VP weekly booster: x2 VP earning during a week.

  • (2€) VP small pack: + 2 000 VP for user.

  • (5€) VP month-unlock: Choose any singular role to not require VP to spawn during a month. (ex: machinegunner, or sniper, or bomber).

  • (10€) VP monthly booster: x2 VP earning during a month.

  • (10€) VP pack: +15 000 VP for user.

  • (20€) VP Boosterpack Kit: 20 000 VP for user + x2 VP earning during a month.

  • (20€) VP year-unlock: Choose any singular role to not require VP to spawn during a year. (ex: machinegunner, or sniper, or bomber).

NEW STUFF (ADAPTED TO VP UPDATE)

  • (5€) VP limit extender bronze - Extends the daily VP limit to 7k for a month.

  • (7€) VP limit extender silver - Extends the daily VP limit to 10k for a month.

  • (15€) VP limit extender gold - Extends the daily VP limit to 15k for a month.

  • (15€) VP week warrior - Extends the daily VP limit to 30k during a week.

  • (15€) VP weekend warrior - Extends the daily VP limit to 50k during 48 hours.

  • (20€) (DLC) VP infantry discounter - Permanently reduces the VP cost of all ground force units by 25%.

  • (20€) (DLC) VP Airforce discounter - Permanently reduces the VP cost of all air vehicle units by 25%.

  • (20€) (DLC) VP Naval discounter - Permanently reduces the VP cost of all naval units by 25%.

lunar dagger
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We have some plans similar to this, not in all cases, but in some.

viscid vector
compact pond
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@viscid vector so where do you get the idea that any type of monetization system that might be created would be include loot boxes and skins. What loot would wwiiol leverage for this? What skins would be feasible knowing how archaic and difficult to work with the modeling system is?

viscid vector
remote dagger
viscid vector
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Monetization wise i think HD2 a great example of how to do it, one time purchase and then warbonds that cost a premium currency but you can get the ammount you need within 30-60 mins along with getting refunded 30% from the warbond itself

remote dagger
# viscid vector At what point do you stop with the microtransactions? Like wot they eventually g...

Good point - As I've stated I believe that fair and conscious monetization not only is a good deed but also doesnt bloat the game as we see in modern games with skins etc...

The reason why so many modern games abuse microtranstations is because they got such a massive playerbase that they can cash in millions by allowing them to buy extra stuff (and also of marketplace interess)

So if WW2OL devs keep a fair economical system with the introduction of VP I think its chill for the playerbase and chill for the game.

No idea about skins for this game, but historical camouflages for vehicles/inf (such as winter camos, desert camos, longcoats, gloves) would make sense as people often buy these one-time purchases.

viscid vector
remote dagger
viscid vector
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just stickers i think

remote dagger
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oh well it would've been insane marketing option since alot of people like buying skins

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but imo VP injectors and monthly VP unlockers would be more than enough for server upkeep

considering this update may bring a thousand there may be 10-20 that want to keep throwing strong units to the frontline without being afraid of losing VP

tidal agate
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I think adding VP injectors ought to be added so people who don't want to sub can focus their time/money on what they want to do in the game. Like, if you're wanting to pull armor a lot, you can inject into armor and do that for the day.

I kinda feel like it would turn into a "Dollar Tree" if you did it right. People would spend a dollar or two here or there and might end up spending as much as it would to sub in a month. Then they might realize, "Hey I like this game enough to pay this much already, I might as well sub".

While people who don't want to sub get to cherry pick a day to inject money into VP a bit.

The only other suggestion with this is to maybe split VP or the injecting/bonus into category of infantry/armor/air as an example. Might be too complex

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One thing I'd say outright though is any paid DLC kits ought to be locked away from F2P that haven't purchased it imo. Those pulls should only be allowed for sub and people who purchased the DLC.

I own some of the DLC but not the tank one and yet I can pull those tanks for VP. I don't fee like I should have the right to do that.

Likewise, I own NCO and yet I'm sure people who are F2P and new players are pulling that kit for the automatic weapon and not that kits function which is the 'ammo crate' itself. That shouldn't be allowed imo.

Same with Mortar DLC and the AT rifle. Imo, Mortar and AT rifle kit is a specialist tool. I don't think it is a make or break if suddenly free people don't have access to it other than if you purchase the DLC.

I think if people are tippy-towing around the game without subbing they should at least have to purchase those kits to be able to use them. As a one time purchase to throw the devs a bone.

remote dagger
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interessing feedback @tidal agate

i think VP injectors can generate more income for server upkeep than subs if done right

twilit lynx
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i quite like the idea of buying a pack while i'm still getting to know the game.

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also fits me as i won't have much time to fully enjoy the subscription any time soon

remote dagger