

Real Currency to In-Game Currency Conversion
#1
Posted 07 August 2012 - 04:28 PM
I REALLY REALLY hope a dev reads this and sees the wisdom of the words I'm about to type.
One of the most annoying things in the other F2P game I play, World of Tanks, is their Gold-for-Credits system. It's pointless and never, ever used, except by people with too much money and not enough brains. They have a horrifically low exchange rate, coupled with the fact that you sell your gold right back to the server. It's the biggest waste of real-currency in the game, and adds nothing. Really, it doesn't even need to be a market. It can work if you you even want to just set a fixed conversion rate. It's just very important that it's player-to-player.
Please, do the smart thing and implement a Player-to-Player currency exchange system. Many F2P games do this, the most successful in mind being Eve Online's PLEX system. Let me outline a few reasons you should do this.
1. Has the potential to make you even more money: Players are more willing to buy real-currency to sell to another player than they are to a server, provided it's at a decent exchange rate.
2. Enables your players without a lot of discretionary spending to have wider access to the game: Plus, if you get to try the goods, you're more likely to buy them yourself, later. Real-Currency can be addictive
3. Promotes a sense of community: I can name several times I've purchased Real-Currency specifically to help a friend. Everyone wins.
4. Makes the Real-Currency to In-game Currency system usable: As I said, if it's poorly done, no one will use it, and you end up making less money.
Those are just a few points. I'm sure others can add more.
Love,
Frank
P.S.- Fellow players, please post a comment to keep this thread visible for a while. I'd rather important the devs see this. I know it may sound like a small idea, but it can actually be really important for the game in the long run.
#2
Posted 07 August 2012 - 05:10 PM
#3
Posted 07 August 2012 - 05:23 PM

#4
Posted 08 August 2012 - 12:09 AM
Think before you post. Money exchange between players isn't needed as there is NO FREAKING PLAYER TRADING IN GAME!
Oh and about the PLEX system, It actually put an artificial control mechanism on EvE's economy and is controlled by a few people. Yea That was a good idea.
Edited by Geaux Tiger, 08 August 2012 - 12:11 AM.
#5
Posted 09 August 2012 - 02:54 AM
Geaux Tiger, on 08 August 2012 - 12:09 AM, said:
Think before you post. Money exchange between players isn't needed as there is NO FREAKING PLAYER TRADING IN GAME!
Oh and about the PLEX system, It actually put an artificial control mechanism on EvE's economy and is controlled by a few people. Yea That was a good idea.
Ummm, how exactly could you gold farm? There is no exchange for the same currencies in the system I outlined. The PLEX system does not impose an artificial control over the economy, as all input into the economy is still controlled by the players. You should read more about the economics of Eve Online. Why don't you think before you have a screaming knee-jerk reaction while you're at it?
#6
Posted 09 August 2012 - 08:23 AM
For your system to work you would need to have player-player trading/exchange. Which means that you would need to have c-bill/ M-credits exchangable between players as you yourself stated. This then leads to in game currency being sold on third party sites (gold sellers/ farmers in parlance). And yes they would have bots then running in pub games to earn the in game currency to then sell. If you do not think so then you are delusional. This is why I'm against it. See what I'm saying?
#7
Posted 09 August 2012 - 08:32 AM
EVE is an MMO, MWO is just Multiplayer.
Eve is continuous, one one server, no "Join Battle" or whatever. It's one giant area where players can interact in insane amount of ways.
MWO is just a bunch of rounds like in CoD, Battlefield, Counter-Strike, World of Tanks.
#8
Posted 09 November 2012 - 08:53 PM
It actually reduced the spam in STO since players could just buy credits directly from the exchange without having to grind or go to a third party to get what they wanted.
Basically if someone wants to pay real money for cbills they will find a way to do so.
The question is whether or not PGI will profit from the endeavor; I think they should since it would allow players who cannot afford to pay real cash for the game access to premium only items like Hero mechs and extra mech bays.
In the long run this would save PGI a lot of complaints, since if anyone starts up with 'OMG! a free player can't get X!' the rest of the community would shut them down pretty fast.
TL;DR: Use the currency exchange system from Star Trek Online and Guild Wars 2; it will solve a lot of problems.
Cheers,
Veive.
#9
Posted 09 November 2012 - 09:06 PM
#10
Posted 09 November 2012 - 09:09 PM
Franklen Avignon, on 07 August 2012 - 04:28 PM, said:
I REALLY REALLY hope a dev reads this and sees the wisdom of the words I'm about to type.
One of the most annoying things in the other F2P game I play, World of Tanks, is their Gold-for-Credits system. It's pointless and never, ever used, except by people with too much money and not enough brains. They have a horrifically low exchange rate, coupled with the fact that you sell your gold right back to the server. It's the biggest waste of real-currency in the game, and adds nothing. Really, it doesn't even need to be a market. It can work if you you even want to just set a fixed conversion rate. It's just very important that it's player-to-player.
Please, do the smart thing and implement a Player-to-Player currency exchange system. Many F2P games do this, the most successful in mind being Eve Online's PLEX system. Let me outline a few reasons you should do this.
1. Has the potential to make you even more money: Players are more willing to buy real-currency to sell to another player than they are to a server, provided it's at a decent exchange rate.
2. Enables your players without a lot of discretionary spending to have wider access to the game: Plus, if you get to try the goods, you're more likely to buy them yourself, later. Real-Currency can be addictive
3. Promotes a sense of community: I can name several times I've purchased Real-Currency specifically to help a friend. Everyone wins.
4. Makes the Real-Currency to In-game Currency system usable: As I said, if it's poorly done, no one will use it, and you end up making less money.
Those are just a few points. I'm sure others can add more.
Love,
Frank
P.S.- Fellow players, please post a comment to keep this thread visible for a while. I'd rather important the devs see this. I know it may sound like a small idea, but it can actually be really important for the game in the long run.
First off your post is amazingly arrogant in that it implies that you as a person who does not develop video games some how has more wisdom than the collective team at PGI
Second as posted by other people it invites gold farmers to come and play.
Third this is a free to play game what you just implied about no one buying the MC is crap. Look at how many people are chomping at the bit to throw up clan colors and camo. And god forbid if the camo plus ECM actually makes camouflage effective.(Can you imagine the horror of an atlas that you cannot target and have a hard time making out.) People shilled out money for the founders program before they even new if the game would even be playable for more than 30 min at a time.
And for some of the other post Star trek online is a ghost game Eve has gold farmers and sellers, Guild Wars 2 has them as well if your on a even halfway decent size server. Starwars will be free to play soon and has gold farmers. And god look at Diablo 3. Pretty much as soon as you open currency exchange you have hacked accounts and gold farmers. If you like logging in and having all your **** gone keep campaigning for it.
#11
Posted 09 November 2012 - 09:20 PM
Franklen Avignon, on 07 August 2012 - 04:28 PM, said:
I REALLY REALLY hope a dev reads this and sees the wisdom of the words I'm about to type.
One of the most annoying things in the other F2P game I play, World of Tanks, is their Gold-for-Credits system. It's pointless and never, ever used, except by people with too much money and not enough brains. They have a horrifically low exchange rate, coupled with the fact that you sell your gold right back to the server. It's the biggest waste of real-currency in the game, and adds nothing. Really, it doesn't even need to be a market. It can work if you you even want to just set a fixed conversion rate. It's just very important that it's player-to-player.
Please, do the smart thing and implement a Player-to-Player currency exchange system. Many F2P games do this, the most successful in mind being Eve Online's PLEX system. Let me outline a few reasons you should do this.
1. Has the potential to make you even more money: Players are more willing to buy real-currency to sell to another player than they are to a server, provided it's at a decent exchange rate.
2. Enables your players without a lot of discretionary spending to have wider access to the game: Plus, if you get to try the goods, you're more likely to buy them yourself, later. Real-Currency can be addictive
3. Promotes a sense of community: I can name several times I've purchased Real-Currency specifically to help a friend. Everyone wins.
4. Makes the Real-Currency to In-game Currency system usable: As I said, if it's poorly done, no one will use it, and you end up making less money.
Those are just a few points. I'm sure others can add more.
Love,
Frank
P.S.- Fellow players, please post a comment to keep this thread visible for a while. I'd rather important the devs see this. I know it may sound like a small idea, but it can actually be really important for the game in the long run.
Well my dear friend...
I am sorry to bust your bubble, but there IS already a gold to in-game currency system.
Its really simple: Buy any mechs of your choice with MC points/Credit Cards, and then open your mechlab, and sell them back for in game currency. You can also select to sell all the items in them for more C-bill.
The more expensive mechs you buy, the more C-bills you'll get.
#12
Posted 09 November 2012 - 09:24 PM
VxSaAgE, on 07 August 2012 - 05:10 PM, said:
I never played LoL but how could you only have 5 if nothing costs 5 or ends in 5. Or did you buy 5 RP one time?
#13
Posted 09 November 2012 - 09:37 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users