Increase the player base with optional sub

zerolife

New member
Nov 30, 2020
11
10
3
Making the game free to play will give the game a huge player increase down side is a cosmetic shop would not be good for this game in my opinion the best solution is a optional subscription like elder scrolls online there is a lot you could do with it in mortal online 2 like having your house slot on the optional sub this way people can not just make new accounts and build houses everywhere lets look at some options

House slot
seconds character slot
Extra bank tab
Unlock titles
10% xp boost
10% clade boost
10% luck boost

These are just some ideas of the top of my head that would not make the game paytowin but have players wont to pay for the sub loads of other things they could do i personally think this would be great for the game as it would be a great way of getting new players in and also keep people that are playing the game now subscribing to keep there houses and strongholds

Let me know your thoughts
 
Last edited:

Emdash

Well-known member
Sep 22, 2021
3,173
1,012
113
Making the game free to play will give the game a huge player increase down side is a cosmetic shop would not be good for this game in my opinion the best solution is a optional subscription like elder scrolls online there is a lot you could do with it in mortal online 2 like having your house slot on the optional sub this way people can not just make new accounts and build houses everywhere lets look at some options

House slot
seconds character slot
Extra bank tab
Unlock titles
10% xp boost
10% clade boost
10% luck boost

These are just some ideas of the top of my head that would not make the game paytowin but have players wont to pay for the sub loads of other things they could do i personally think this would be great for the game as it would be a great way of getting new players in and also keep people that are playing the game now subscribing to keep there houses and strongholds

Let me know your thoughts

Nonono. I agree with reduction, but while house, bank tab, char slot makes sense, they really need to get rid of the themepark boosts.

I was thinking maybe make more serious TC cost more money. It'd be really nice if they could trim down the multiboxing by offering deals of sub, so you could have a bunch of chars on the same acct subbed, be able to build better TC stuff, etc. I think if people wanna drop a house they should be able to. I could even see them allowing you to have a 'house' worth of mats to put down and build per x amount of time subbed. Stuff like that makes sense for me. Bonuses need to go. They are so imbalanced, esp stacking bonuses.
 

fartbox

Active member
Apr 29, 2023
194
98
28
Making the game free to play will give the game a huge player increase down side is a cosmetic shop would not be good for this game in my opinion the best solution is a optional subscription like elder scrolls online there is a lot you could do with it in mortal online 2 like having your house slot on the optional sub this way people can not just make new accounts and build houses everywhere lets look at some options

House slot
seconds character slot
Extra bank tab
Unlock titles
10% xp boost
10% clade boost
10% luck boost

These are just some ideas of the top of my head that would not make the game paytowin but have players wont to pay for the sub loads of other things they could do i personally think this would be great for the game as it would be a great way of getting new players in and also keep people that are playing the game now subscribing to keep there houses and strongholds

Let me know your thoughts

Switching to a "Freemium" Model is definitely a play they can make. They have that card still. But at this time, using that card would result in a massive amount of wasted capital. The retention rate is too low among the demographic, most players who buy the game don't even make it 30 hours in. And these are players that came from survivals, EVE, Albion and OSRS to try our game out. They didn't leave because it's full loot.

Lets get the combat into a state that better appeals to the demographic at wide and can provide players with more tools to explore and conquer the world without anyone holding their hand.

Right Now Mortal is the only game in the genre where it feels like you HAVE to join a guild. Especially when new. Just to learn mechanics, just to have an area to farm, just to practice. That is not sandboxing. When the game is funneling players into a choice they feel they must make to continue playing then you are removing the freedom that makes sandboxes so great.

Thats why when a new player comes in and they find out that they have to: 1. Join a guild to compete 2. Duel for 500 hours to land a single hit, 3. Restrict their gameplay to certain areas of the map where they have guildmates. That they just leave and go back to their old games. The bar is too high. When that bar to play the game comes down, retention rates will rise.

Once we get retention rates higher we can then consider a freemium model or a in game sub token OR both together. Which is the two most popular monetization models in the sandbox genre currently.
 

Emdash

Well-known member
Sep 22, 2021
3,173
1,012
113
Switching to a "Freemium" Model is definitely a play they can make. They have that card still. But at this time, using that card would result in a massive amount of wasted capital. The retention rate is too low among the demographic, most players who buy the game don't even make it 30 hours in. And these are players that came from survivals, EVE, Albion and OSRS to try our game out. They didn't leave because it's full loot.

Lets get the combat into a state that better appeals to the demographic at wide and can provide players with more tools to explore and conquer the world without anyone holding their hand.

Right Now Mortal is the only game in the genre where it feels like you HAVE to join a guild. Especially when new. Just to learn mechanics, just to have an area to farm, just to practice. That is not sandboxing. When the game is funneling players into a choice they feel they must make to continue playing then you are removing the freedom that makes sandboxes so great.

Thats why when a new player comes in and they find out that they have to: 1. Join a guild to compete 2. Duel for 500 hours to land a single hit, 3. Restrict their gameplay to certain areas of the map where they have guildmates. That they just leave and go back to their old games. The bar is too high. When that bar to play the game comes down, retention rates will rise.

Once we get retention rates higher we can then consider a freemium model or a in game sub token OR both together. Which is the two most popular monetization models in the sandbox genre currently.

yeah, it's not cuz it's full loot, but it's from the same thing. Taking heavy Ls, getting demoralized. Not having paths to success.

I urge you to sit down and think about Haven and see how fail that is and what it shows about the game. As long as the game needs Haven, it will never be good because Haven proves that new players cannot survive in the real world and progress effectively.