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Subdiscussion: Monetizing Accessories

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Mon, 01/06/2014 - 10:21
Fehzor's picture
Fehzor

Main Thread: http://forums.spiralknights.com/en/node/95492

From the OP:
===Costume Store: Selling Fashion in Any Fashion===

I think that the costume items being sold in the supply depot requires a larger player base to work. More players = more buyers and it all snowballs. Thats how Team Fortress did it- they built a strong community, and then monetized it. The other part to this is that it requires a steady flow of items with interesting models to work, taking up resources. Other games being Team Fortress 2 have utilized the community for this, giving them some of the profit on the items they make as if they are employees- furthering positive vibes about the game.

This would take a lot of time to set up, though further partnership with Valve could speed up the process, but exclude players coming from other community. An in game editor would take a huge amount of time to develop.

===Sweet Hope - Prize Box Redux===

"let them to put accesories (the most pretty, the most expensive) in supply depot, and let lockboxes contain a rare variant of these accesories (this mean luck to get one), for example on normal accesories something like "sparkling prismatic flower" a prismatic flower that have a sparkling effect. in case of the special one (volcanic, divine, auras) they can have their effects more noticeable (For example: furiously flame aura: stronger flame aura effect and not so weak like the flame aura) and lastly, let lockbox contains rare skins of weapons/shields you can only find on lockboxes (thats why i added or a special rare item)

with rare accesories that stand out more than the one you get in supply depot, and rare skins of my weapons shields, for sure i would be openning lockboxes. at least i think that could work. and letting people what kind of accesories the box contain that will be a good incentive for them to try their luck."

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