Not attempting to start a war which some members on BYOND seem so bent on doing, this is a discussion on what seems to be the best way to go about subscription systems.
I recently played a game on BYOND in which one of the dropped items I gained from a battle was a "subscriber-only" item. I thought little of it at first, but remembered my P90X videos and the annoying remarks Tony Horton makes about how it's so necessary that his "recovery formula" is bought and drank regularly in the middle of each video. Now, thinking about it, I felt as if this dropped item was a bit of a slap in the face - it says "Equip" but it says it won't do so because I'm not a subscriber.
Now, I personally didn't like this, but I see the tactic used here. And as it didn't affect game-play, it might not be all that bad of an idea. But I wanted to hear the ideas you all have on how subscriber status should be implemented in the games.
For example, Casual Quest uses a system where you can completely play the game without purchasing a subscription, but the game becomes a bit more enjoyable with a subscription as you are given more choice classes. Without the subscription you still get the entire game, with the subscription you are just given more possibilities of how to get through it. I've also seen a lot of games where you get trial subscriptions so you can feel what it's like. Then, you go back to a regular player, and you aren't hindered in any way, but you have gotten a taste of what it's like to be a subscriber.
So what do you think? Also, what do you think of the whole 1-month, 6-months, lifetime setup most games seem to have? What do you all see as best?
Copyright © 2017 BYOND Software. All rights reserved.