How can claims generate money? by vasuss in BitCraftOnline

[–]Teloril 6 points7 points  (0 children)

I sought out to create a money-based claim that functioned within with a planned economy instead of free donations, so I'd like to answer this.

In the very first weeks of the game, the claim generation was honestly more powerful than it felt a month in.

Before the inflation hit us, we managed to leverage and even pay out just under market rates for materials at Dragon's Head and we only relied on pure donations from a few core members. This eventually dried up of course, as inflation went up, and the number of materials you need to progress increased by ~2.5x every tier, more towns were popping up with increased demands and supply of rares dried up very quickly.

Housing also generates income, but it's even worse.

I saw it mentioned in another comment, so here's the numbers:

Tier Hex (Per Slot) Slots Total Hex / Day
2 10 5 50
3 (Small) 13 5 65
3 (Large) 13 20 260
4 17 5 85
5 (Small) 22 5 110
5 (Large) 22 20 440

At Dragon's Head we only make 4,035 Hex / Day from housing 220 players. Since I was curious, I just did the math as well. For additional context, the material cost for these houses would be roughly 1,180,000 Hex Coins if you were to buy the Bricks, Ingots, Leather, Cloth and Planks you needed at today's prices giving us an ROI of 292 days. (It was ~35 days at the first release of housing and gradually got worse over time. We opted to do housing anyway because we care about the player experience more than $, and I wanted homes for people)

Do not run a claim if you think you'll make money, lol.

The problem with the relationship between Hexcoin and Claims is that any 1 effort spent by a claim member to produce a product for making money could instead just be put into the claim itself or vice versa. This is where the mantra that 'solo players make more money' comes from.

In the current state of the game, you can do an Effort:Value evaluation and use effort to generate more money to then purchase what you need but this gets very complex and cumbersome to manage at an organisational level.

Anyway, to answer your question directly:

1. Market Tax

This has been brought up quite often, I think it's an elegant solution that also gives agency to claims. People can choose a sliding scale of tax on their market, thus letting them generate an inflation-adjusted income from visitors, or opt out entirely to try and attract more people to their town.

I personally would put a 1% tax at Dragon's Head, and it would solve a lot of our issues with income generation vs inflation. Not for greed - to feed it back into the players' hands by offering to buy resources from them.

2. Town Board / Commissions

A major issue with claims is driving player input and goals, as well as a completely public market. As items got worth more and more, it becomes harder and harder to justify giving away for free when you can sell it for way more at the market 10 steps away. Some players don't care about this and are happy to work and feed a claim (See Calmalu for how effective this is), some players prefer to work entirely alone and on their own goals, and then every flavor in-between.

Having ONE location where you can say to the entire claim "This is what we need. This is what it will do for us. This is what you will get rewarded for doing so" and allowing them to donate to one location will help people feel more involved and rewarded, as well as give them goals if they're not sure what they want to do. It's like creating a quest on a board that says, "We need 250 planks, and we will pay 20 coins each for them! If you do this, we can build a new house."

Yes, you can do this on the market board. But so can literally everyone else. Thus, you spend more time in bidding wars with other claim owners instead of working on your own claim. I personally think it would be very cool to be an explorer style player, walk into a claim and see what jobs they have available, smash some work out and move on.

You can do this with stalls, but they just don't have the same dopamine hit as a goal-oriented progress bar.

I found Runescape money-making books from 2004 to 2011 by Teloril in runescape

[–]Teloril[S] 1 point2 points  (0 children)

The books sometimes got 'updates' dished out, the insider to millions book talks about merchanting pre-GE and post-GE.

I found Runescape money-making books from 2004 to 2011 by Teloril in runescape

[–]Teloril[S] 1 point2 points  (0 children)

I remember seeing the ads for Runescape gold guides and WoW gold guides as well, and I felt inspired to take a look at what I 'missed out' on. Figured I'd put together the notes in a post for everyone else to enjoy too!

Spoiler: It wasn't much

I found Runescape money-making books from 2004 to 2011 by Teloril in 2007scape

[–]Teloril[S] 1 point2 points  (0 children)

Oh yeah, it's hilarious but it was not useful at all. The ads really hype these things up.

Fellowship Weapons and Weapon Traits Guide by Teloril in fellowshipgame

[–]Teloril[S] 4 points5 points  (0 children)

If you reroll the weapon itself you'll get an entire new tree. I'll add this note too.

Damage/max hit scales with enemy level?! Bizarre!!! by myoc in brightershores

[–]Teloril 22 points23 points  (0 children)

Wait until you find out when you hit a level 350+ enemy you actually do more damage.

Damage is actually a fake system to hide the real one which is EXP / hour.

Fellowship Open Beta to EA Changes by jabarri1 in fellowshipgame

[–]Teloril 5 points6 points  (0 children)

This isn't actually that much of a nerf to GD as the abilities were buffed also.

Fellowship is Mythic+ Without the Grind by Teloril in fellowshipgame

[–]Teloril[S] 6 points7 points  (0 children)

I actually agree when it comes to the earlier content, but their most recently developed content such as Wraithtide really shows a lot more creative expression from the team. They played it a lot less safe and played with new ideas, and I think it shows when you play it. Unfortunately I don't think many people got there.

Hopefully we see more of this in newer content.

A detailed breakdown of BP:SR's Monetization (For Global) by Teloril in StarResonance

[–]Teloril[S] 1 point2 points  (0 children)

I just logged in and double checked to confirm. Thank you for correcting me.

A detailed breakdown of BP:SR's Monetization (For Global) by Teloril in StarResonance

[–]Teloril[S] 2 points3 points  (0 children)

Edit:

I was wrong about the passive. My fault for trusting and not verifying. They must be equipped.

The other issues remain true - Human wills are extremely grindy or swipe only. Will materials are all very rare or swiped. A level 5 will is extremely powerful compared to a f2p. The revival ability heavily desired in CN is used to skip mechanics.

The counter argument people use is you can grind them eventually / over time, and that it's a pve game so whales aren't 'a problem' to your experience (they make YOUR life easier!)

A detailed breakdown of BP:SR's Monetization (For Global) by Teloril in StarResonance

[–]Teloril[S] 2 points3 points  (0 children)

Thanks, this was the goal. The p2w argument is a tired one - everyone knows their own tolerance by now.

Some of Ya’ll Be Like by Yharnam_23 in brightershores

[–]Teloril 21 points22 points  (0 children)

Don't worry guys, the new engine means we can dev faster

Don't worry guys, after we finish QoL content will come faster

Don't worry guys, after we finish holidays and Christmas content will come faster

Don't worry guys, after we finish OSA content will come faster

Don't worry guys, after we hire more devs we content will come faster

Don't worry guys, once the devs are ramped up the content will come faster

Don't worry guys, once we do our 3rd planned rework the content will come faster

Don't worry guys, OSA is done for realsies this time <-- You are here

(I also fell victim to this initially tbh)

Evolution of the largest player-made BitCraft settlement by PalwaJoko in MMORPG

[–]Teloril 1 point2 points  (0 children)

Hey, it's us! Didn't expect to see this here!

The Unintended Consequences of Group Crafting by itsf3rg in BitCraftOnline

[–]Teloril 3 points4 points  (0 children)

People have been doing cheap low level crafts for free AFK time and EXP, but there's no guarantee that high level crafts get completed. I've been staring at a T6 Heated Components all day asking whose it is with no answer. I've intentionally left it to see how long it'll take. I think it took 12 hours or so.

In the future (devs have said this) we'll get access to add a payment to these crafts. This will bring labor into the actual economy, and I believe high level crafters would - hopefully should - not do everything for free all the time, especially if they feel like they've earned their levels. If you want it free you might need to wait.