Adonis
Member
So, let's start with the ideea: MAKE PREMIUM MEDALS ( SPEED/ AUTOMATION / ENERGY / MONEY / CHARACTER ) TRADABALE.
I. INTRODUCE MEDALS FOR VIP BONUS FOR:
1 DAY
3 DAYS
7 DAYS
14 DAYS SO ON..
While there are many benefits, there are also potential drawbacks, such as:
Overall, making premium items negotiable in-game could greatly enhance the experience for players and create a more active, vibrant community while also offering financial benefits for developers.
I. INTRODUCE MEDALS FOR VIP BONUS FOR:
1 DAY
3 DAYS
7 DAYS
14 DAYS SO ON..
1. Increased Player Engagement
- Social Interaction: Allowing players to negotiate or trade medals fosters more interaction and socialization within the community. Players can engage in conversations about pricing, value, and game strategies, creating a more dynamic in-game economy.
- In-Game Economy: A functioning marketplace where medals are traded can enrich the game’s economy, adding depth and variety to the gameplay.
2. Boosted Player Retention
- Long-Term Incentives: Players may feel more invested in the game if they can trade something that they can't buy with real money. The ability to negotiate value, buy, and sell items can increase the sense of progression and long-term engagement with the game.
- Monetary Flexibility: Players who are reluctant to spend real money may be more willing to purchase premium items if they know they can later sell or trade them in the game.
3. Enhanced Monetization
- More Purchases of Premium Items: Knowing that premium items are negotiable can incentivize more players to purchase these items, either for personal use or with the intent to sell them at a later time.
- Marketplace Fees: Developers can introduce a marketplace where they charge a small fee or tax on trades, generating additional revenue without directly selling items.
4. Encouragement of Fair Trade
- Player-Controlled Pricing: The negotiable system empowers players to set their own prices based on demand and item rarity (automation medal could be the most expensive - ex vs the speed one) .
- Market-Driven Balance: If the items can be traded, the prices of premium items may stabilize according to their in-game utility and demand, reducing the potential for pay-to-win scenarios. It could lead to a fairer distribution of wealth in the game's economy.
6. Greater Player Satisfaction
- Player Freedom: Negotiable items give players the freedom to decide how they want to spend their resources. Whether they want to hold onto an item for their use or trade it for something else, players feel more in control of their in-game purchases.
- Reward for Time Spent: Players who invest a lot of time into the game can earn valuable items and trade them for real or in-game rewards, rewarding their time with potential earnings, which increases overall satisfaction.
Possible Considerations:
While there are many benefits, there are also potential drawbacks, such as:
- Market Abuse: There might be players who try to manipulate prices or exploit the system.
- Pay-to-Win Concerns: If not handled carefully, some players could argue that the system creates unfair advantages for those who can afford to buy premium items.
- Increased Developer Workload: Managing a trading system might require additional moderation and regulation to ensure fairness.
Overall, making premium items negotiable in-game could greatly enhance the experience for players and create a more active, vibrant community while also offering financial benefits for developers.