When I was reading a thread on leveling problems, I was thinking, what's the best way to get people to want to level? Well, remember when TAU came out, people went on a leveling spree to level the jobs, be it to be he first, or just because it was a great tme to level. But obviously, SE can't release new jobs every few months, especially since it would cut into the profit they make on expansions. Then I was thinking, what if they could sell the jobs?
I had thought about the "Adventure Packs" that SoE uses for EQ2. Not quite large enough to be an expansion, but still extra content, which cost about 8$. So what if SE made some light expansions to add more Extra jobs, and provide a bonus for people who buy them?
I figure if they cost 10$ each, and even just half of the community buys them, that's an easy couple million for SE, per pack. Simply add in a RA/EX toy, something like Fan Fest got moogle rods, but something not very useful, a new job, some back story quests for te job, and call it a Bonus Pack, or Job Booster or such?
While this would of course cause some problems in development, considering the extra job balancing needed, if they made four a year, that's 10 million dollars, and that's again assuming only half the playbase buys them. That's more than enough to make plenty of profit and still hire many new employees to help ease the burden.
in two years, this could add tens of millions into SE's pockets, while at the same time adding 8 new jobs.
Think about the possibilities. Start off with expansions for the three starter nations. (Please don't et me started on what the jobs would be like, I could go into pretty good detail if you must though) Add in Geomancer for Windurst, Gladiator for Elvaantown, and Chemist for bastok. Three jobs a lot of players want, with a great profit for releasing them. Moving on from those, you could release something like Pirate for Mhaura/Selbina, Mystic Knight for Jeuno, Hunter for Kazham, Nomad for Robao, Captain for Norg.
You could add mini expansions for small mission chains or areas. Maybe an expansion where we could buy or rent boats in bibiki, and sail around to the smaller isles, or fish, or look for monsters, etc. An expansion to let us go explore the ruins of Old Tavnazia. Cliche intended, the possibilites are endless.
That's ten expansions off the top of my head, that's 100$ per person. Again, assuming only half the playerbase buys it, that's 25 million dollars in SE's pockets. $50,000,000 if everyone buys them all. All that for just adding a new job and a small bit of storyline and a bonus item for the first eight, and a couple new areas in the second one (possibly having to code a boat piloting system, but still)
Of course, SE would still want to go on making full Expansion packs too, for new missions if nothing else, but this could be a very cost effective way to release new jobs and such.
Pros:
-Jobs!
-New jobs = More leveling = Good for everyone.
-Plenty of profit for SE, at a minimal cost for players. And players who aren't interested in jobs wouldn't have to buy the packs.
-Areas!
-New Areas = More interest in surrounding areas = Bring missions back to life (remember diabolos?)
Cons:
-Cost, although this would be negated once they started selling
-Dev Distrations: well yes, but not if SE hired a new programming team
-Unbalancing: ossible, but SE has been good about fixing it
I'd be interested in other people's ideas, it seems great to me, but I wouldn't be suprised if i'm missing some fatal flaw.
(P.S. Excuse the typos, this PC's keyboard sucks.)
I had thought about the "Adventure Packs" that SoE uses for EQ2. Not quite large enough to be an expansion, but still extra content, which cost about 8$. So what if SE made some light expansions to add more Extra jobs, and provide a bonus for people who buy them?
I figure if they cost 10$ each, and even just half of the community buys them, that's an easy couple million for SE, per pack. Simply add in a RA/EX toy, something like Fan Fest got moogle rods, but something not very useful, a new job, some back story quests for te job, and call it a Bonus Pack, or Job Booster or such?
While this would of course cause some problems in development, considering the extra job balancing needed, if they made four a year, that's 10 million dollars, and that's again assuming only half the playbase buys them. That's more than enough to make plenty of profit and still hire many new employees to help ease the burden.
in two years, this could add tens of millions into SE's pockets, while at the same time adding 8 new jobs.
Think about the possibilities. Start off with expansions for the three starter nations. (Please don't et me started on what the jobs would be like, I could go into pretty good detail if you must though) Add in Geomancer for Windurst, Gladiator for Elvaantown, and Chemist for bastok. Three jobs a lot of players want, with a great profit for releasing them. Moving on from those, you could release something like Pirate for Mhaura/Selbina, Mystic Knight for Jeuno, Hunter for Kazham, Nomad for Robao, Captain for Norg.
You could add mini expansions for small mission chains or areas. Maybe an expansion where we could buy or rent boats in bibiki, and sail around to the smaller isles, or fish, or look for monsters, etc. An expansion to let us go explore the ruins of Old Tavnazia. Cliche intended, the possibilites are endless.
That's ten expansions off the top of my head, that's 100$ per person. Again, assuming only half the playerbase buys it, that's 25 million dollars in SE's pockets. $50,000,000 if everyone buys them all. All that for just adding a new job and a small bit of storyline and a bonus item for the first eight, and a couple new areas in the second one (possibly having to code a boat piloting system, but still)
Of course, SE would still want to go on making full Expansion packs too, for new missions if nothing else, but this could be a very cost effective way to release new jobs and such.
Pros:
-Jobs!
-New jobs = More leveling = Good for everyone.
-Plenty of profit for SE, at a minimal cost for players. And players who aren't interested in jobs wouldn't have to buy the packs.
-Areas!
-New Areas = More interest in surrounding areas = Bring missions back to life (remember diabolos?)
Cons:
-Cost, although this would be negated once they started selling
-Dev Distrations: well yes, but not if SE hired a new programming team
-Unbalancing: ossible, but SE has been good about fixing it
I'd be interested in other people's ideas, it seems great to me, but I wouldn't be suprised if i'm missing some fatal flaw.
(P.S. Excuse the typos, this PC's keyboard sucks.)
Comment