Suggestion to increase rev/subs

Discussion in 'General Discussion' started by ChairStacker, Aug 30, 2024.

  1. ChairStacker

    ChairStacker Avatar

    Messages:
    27
    Likes Received:
    146
    Trophy Points:
    3
    Just watched today's livestream and Ravalox asked for suggestions to increase revenue/visibility for SotA.

    I came up with some ideas - if you have a suggestion, please post it here.

    You could do a 10th anniversary marketing campaign. The general message could be to "give SoTA another try" now that it's had 10 years of dev time, improvements, changes, etc.

    Send a press release to the review sites, ask them to do another review.

    Send out a mass email to all players/previous players with a reason to log in again. The important thing is to email ALL accounts - many people have played this game over the years.

    Give players a reason to login continuously for a period of time, like 10 days of rewards if they log in for any 10 day period between x and y date.

    The rewards should encourage people to try out different features of the game or spend cotos in the store. You could give out cotos that are account bound so you don't kill the economy.

    Maybe do the vet rewards thing, people loved that in UO.

    Perhaps have a lottery for a few big rewards where people get an entry ticket every day they log in, or they get tickets from killing mobs/farming nodes (with a max # they can collect a day.)

    You could also bump up the rewards for treasure hunting chests since that's an interesting new feature - or you could collect tickets from chests as well.

    Point is, you have a great game and a great opportunity with the 10th anniversary to increase visibility and your player base. So I suggest you spend your time on marketing activities instead of the low-value tweaks that have been coming out over the past year or two. I don't mean to be negative by saying that, I understand you have a very small dev team. Point is, use your time wisely - and use it on things that are going to drive people back to the game and therefor drive revenue.

    Good luck!
     
  2. Sketch_

    Sketch_ Avatar

    Messages:
    346
    Likes Received:
    618
    Trophy Points:
    43
    Gender:
    Male
    Might you have a timestamp where this is being discussed in the stream?
     
  3. Burzmali

    Burzmali Avatar

    Messages:
    1,366
    Likes Received:
    1,801
    Trophy Points:
    113
    I promise you, if SotA implemented a ramping daily bonus, I would never play it again. These days that is a blaring klaxon that a game is about to use every trick in the book to clean out your wallet.

    SotA is an okay game, it does nothing exceptionally, but also nothing so horribly as to be off-putting. It's decent to kill a few hours here and there but getting carried by folks with ten times your power level is only interesting for so long.
     
    Last edited: Sep 3, 2024
  4. Duke Gréagóir

    Duke Gréagóir Legend of the Hearth

    Messages:
    5,689
    Likes Received:
    11,858
    Trophy Points:
    165
    Location:
    Dara Brae
    Micro transactions!! It works for Zynga. ;)
     
  5. Jack SinAssist

    Jack SinAssist Avatar

    Messages:
    294
    Likes Received:
    617
    Trophy Points:
    43
    I'm glad that the team is finally showing some awareness of their business model.

    1) Immediately remove all previous telethon rewards and backer items from the shop (they were only supposed to be available for that short amount of time - promise broken - multiple times - that disaffected a huge portion of people)
    2) Create New items every release
    a) several of those items should only be available for a short amount of time - re-establish the concept of rares
    b) create in-game "craftable" versions of those items that are lesser "quality"
    3) Micro transactions - items should be no more than $10. Coto prices should be 100/200/500/1000
    4) No items should be no-trade (there's no real valid reason for it) - exception possibly SOME (most should be freely tradeable) quest related items.
     
    Last edited: Sep 4, 2024
  6. Cirsee

    Cirsee Avatar

    Messages:
    492
    Likes Received:
    1,024
    Trophy Points:
    43
    Gender:
    Female
    I agree with the OP's market strategy, with one caveat. You need some new content that is bug free to bring back both older players, socials to review, and entice new players. By new content, I mean a good meaty chunk. It has to be a new mechanic, class tree, new region with questing, some new dungeons with changing daily quest/changing layout for replay. On top of that, loot needs to be more interesting. I suggest that armor/weapons, and good armor, can drop, you just need to be able to extract pieces and socket crafted armor to enable crafted to be the best. All armor and weapons should have sockets and perhaps we add a new armor piece slot. Perhaps a rune drop that gives a short-term change to the ability of an existing skill, something powerful and limited for a couple hours to a day and nothing we can ever craft. Also considering we have levels that never end, a kind of AA system like Everquest might be a good bonus of variety for people to achieve both old and new.

    Since, sadly, most of that requires more funding, you are rather limited.
    1. Dev run public events with attendance rewards and special lower priced store items; including small advertisement maybe through your partnered streamers. Give the streamers a special item to hand out to advertise (a small wall certificate of invitation or such). These could be seasonal and are not the same as a coto bonus purchase. Think cheap decorations or wearables. Earn a pattern for attending the event or buy the fancier item on the store. You may need to have the event over a few days to cover time zones and player availability. Participation increases reward; just don't make it too mind numbingly grindy.
    2. Invest your time into letting players develop dungeon and quest content. It's a good niche area that no game has really done a good job at. It gives you something to stand out in the crowd and you already have a backbone in place.
    3. Contests for the next Monthly log in reward creation.
    4. More frequent SoTA livestreams of the game. Tutorials for the new folks, tips and tricks, advanced building techniques, fishing trips, pub crawls, pvp battles, pure AMA, play with a dev, attend a player run event, etc.
    5. The unpopular choice, remove coto's from dropping in game.
     
    Sean Silverfoot and Winfield like this.
  7. FrostII

    FrostII Bug Hunter

    Messages:
    5,945
    Likes Received:
    11,073
    Trophy Points:
    153
    Gender:
    Male
    Location:
    Pacific Northwest
    Well stated, @Cirsee
    Something - has to give....... one way or another.
     
    Segalleon2 likes this.
  8. Tiina Onir

    Tiina Onir Avatar

    Messages:
    1,108
    Likes Received:
    1,915
    Trophy Points:
    125
    Location:
    Bramble, South Paladis
    (re-)about face on the whole discouraging "certain transactions"
    open a trading section of the website that allows players to put up their items, which are held in escrow (by catilarium) for a percentage fee
    do everything @Jack SinAssist said above
     
    Last edited: Sep 17, 2024
  9. Coswald_Dirthmire

    Coswald_Dirthmire Bug Hunter

    Messages:
    728
    Likes Received:
    1,786
    Trophy Points:
    93
    There's an inherent catch-22 in in adding more content while also adding sources of additional power. If everything can be socketed and powerful items and slots are added then so much of the existing content is made redundant (by becoming trivially easy) that you're just treading water. I agree something new and interesting is great for us longer term players, but overall it seems counter-productive. Granted everything could be rebalanced, but that would be a monumental task and in the past has always led to more discontent from players than approval, even when overall power was increased.

    And there's a lot of history to point to. Imbued sockets, bandit armor, ephemeral and enduring relics, the Frost Giant mega-boss, Lamech's Bazaar and Myrkur, second ring slot, dramatic expansion of the belt slot, pet gear slots, revamped food and potions systems, player-event trophies and commemorative cloaks, Bard tree, double XP periods, helpful automatons and a new tutorial quest, development live streams, conversationalists, and so on. Those expansions and changes to the game cover pretty much everything you've described, aside from dynamic questing.
     
  10. Cirsee

    Cirsee Avatar

    Messages:
    492
    Likes Received:
    1,024
    Trophy Points:
    43
    Gender:
    Female
    I know power creep is surely an issue, but adding more power for higher level and new zones is reasonable. You can introduce some of the new socketed options in episode 1 higher tier zones and enhance it in Episode 2 zones and Episode 3, as or if we get there.

    As to the history, it's just that. It has been played to death by many. If you watch current livestreams, they are a tad on the dull side, and we have lost tutorial, game showcasing, and entertaining livestreams. Double exp has become rarer, and a lot of gear, bosses, farming, and conversationalists were not balanced or completed. Heck one part of the Bard tree has been disabled for how long, let alone the ridiculous amount of agro and cast time for that tree. There were left over promises of more to come for a lot of systems. Even dungeons have yet to be enhanced, or bug fixed. I know they are working on it, and we all appreciate the effort a small team is applying. I am just trying to showcase what you would need to do to take advantage of drumming up interest for new and old players. You need to put a best foot forward before you talk to publications as you don't want to lose the positive impact of new player experiences or risk a crappy review.
     
    Coswald_Dirthmire likes this.
  11. Coswald_Dirthmire

    Coswald_Dirthmire Bug Hunter

    Messages:
    728
    Likes Received:
    1,786
    Trophy Points:
    93
    I agree completely that work should be continued in those veins, and was reading your suggestions more as "do the same thing again, in a different way" I suppose, which is what I think would be folly. Some of the details aside (personally I think we need harder zones for the current power level of players, rather than the other way around) it would be great to see further development of the parts already largely in place.
     
    Pifester and Sentinel2 like this.
  12. Jakkal

    Jakkal Bug Hunter

    Messages:
    445
    Likes Received:
    594
    Trophy Points:
    43
    Since the devs mentioned the Brittany Graveyard. One possible revenue generator is filling requests from players to add deco items near the graves in a tasteful way. Pets, maybe a book or note, flowers, possibly a toy or doll, even things like a mining lantern. As long as the items are tasteful and don't over clutter the area. Players will have to acknowledge that the pets may wander a bit. They are pets after all.
     
    Sean Silverfoot and Spoon like this.
  13. Frick75

    Frick75 Avatar

    Messages:
    24
    Likes Received:
    19
    Trophy Points:
    3
    If they had the resources, some of the best uo experiences I had were in the rp orc and rp undead community’s. Those groups provided pvp content and offered a different way to play the game. Finding a way to foster that kind of play might give new reasons to log in.
    One possible revenue stream that isn’t tapped yet would be allowing people to buy longer expiration times on houses.
     
  14. Akandriel

    Akandriel Avatar

    Messages:
    67
    Likes Received:
    106
    Trophy Points:
    8
    ChatGPTsaid;
    Volunteer work could help "Shroud of the Avatar" add more game content and attract new players. The game could benefit from a variety of volunteer contributions, particularly in content creation and community building, leveraging the same principles seen in indie game development and nonprofit organizations.

    Here’s how volunteer work could apply to "Shroud of the Avatar":

    1. **Content Creation by Volunteer Developers**
    Volunteer developers, especially those passionate about the game's lore or mechanics, could help create additional quests, dungeons, and events. Like the **Indie Game Developer Network (IGDN)**, which brings together indie developers to collaborate and share resources [oai_citation:4,Indie Game Developer Network](https://www.igdnonline.com/), "Shroud of the Avatar" could invite skilled volunteers to help expand its world with new storylines or interactive environments. This would keep the game fresh for current players and more appealing to newcomers.

    2. **Community Engagement and Moderation**
    Volunteers could take on community roles, such as **Discord moderators or event coordinators**, similar to those seen in volunteer roles within the **IGDA** [oai_citation:3,Volunteer Opportunities – IGDA](https://igda.org/volunteer/). These roles help create a more welcoming and interactive environment, vital for retaining and growing a player base.

    3. **User-Generated Content (UGC)**
    "Shroud of the Avatar" could embrace player-generated content. Games like **Okidoki** and many indie titles rely on volunteers and the wider community to provide input and even develop new features or mechanics [oai_citation:2,Okidoki - Nonprofit Video Game Developer](https://www.okidoki.games/). Allowing players to create quests, storylines, or mods could generate an influx of new, creative content without significant cost.

    4. **Attract New Players through Social Impact**
    Some players and developers are drawn to projects that have a social or creative impact beyond typical commercial success. If "Shroud of the Avatar" repositions itself or aligns with charitable efforts or impactful content creation, like Okidoki’s approach [oai_citation:1,Okidoki - Nonprofit Video Game Developer](https://www.okidoki.games/), it could attract volunteers passionate about meaningful projects while also increasing its appeal to new players.

    By actively involving volunteers, "Shroud of the Avatar" can grow its content offerings, improve community engagement, and enhance its appeal to a broader audience—all while keeping costs down.
     
    Daenerys Targaryen likes this.
  15. Burzmali

    Burzmali Avatar

    Messages:
    1,366
    Likes Received:
    1,801
    Trophy Points:
    113
    ChatGPT must have missed that SotA not only tried the "user created content" route, but also that they monetized it.
     
  16. Akandriel

    Akandriel Avatar

    Messages:
    67
    Likes Received:
    106
    Trophy Points:
    8
    It has ideas that worked… hee
     
  17. Burzmali

    Burzmali Avatar

    Messages:
    1,366
    Likes Received:
    1,801
    Trophy Points:
    113
    Maybe, the monetization system created a hard divide between the "haves" and the "have-nots" based on wealth, which has, historically, never been particularly conducive to a long and successful game. It's why the industry is absolutely littered with microtransactions not SotA "macrotransactions".
     
  18. Frick75

    Frick75 Avatar

    Messages:
    24
    Likes Received:
    19
    Trophy Points:
    3
    At least to me, the difference between game rich and game poor is not that significant, you get you first deed questing, vendor houses can be purchase with gold. The first deed can be upgraded with cotos to anything that could have been bought in the kickstarter. People are selling cotos all over the place for in game gold. I saw a number of exclusive items at auction for in game gold as well. You might not be able to grind your way to every single coto item, but you could certainly own a castle if you wanted to put in the time grinding. For context I pledged for a row hous tax free deed. I subscribe to support the game not because I feel like I need the benifits to advance. I recently came back to the game after years so I am sort of a new player.
     
    Last edited: Oct 5, 2024
  19. Burzmali

    Burzmali Avatar

    Messages:
    1,366
    Likes Received:
    1,801
    Trophy Points:
    113
    Bootstraps, right? I played every day for two months straight, not spending a single single COTO that I collected and I think I was about 1 to 2% of the way to a upgrade to a decent sized tax-free PA deed. Only 8 more years at that rate, and that is including that I have a not insubstantial collection of gold faucets from Kickstarter and the early cash shop to ensure I can afford to buy replacement armor as it wore out.
     
  20. ConjurerDragon

    ConjurerDragon Bug Hunter

    Messages:
    2,152
    Likes Received:
    1,232
    Trophy Points:
    165
    Gender:
    Male
    Location:
    Rhineland-Palatinate
    I got 7 Cotos from one skeleton. It´s random from, as far as I know 1 to a max. of 50 Cotos depending on luck and mob.

    Upgrading and upgrading to a "decent-sized", "tax-free", "PA" deed. Sure, just look at the expensive stuff.
    In the main quest you get a free row lot relatively early that usually comes with a house when you claim a lot - that suffices for a long time as a place to store stuff.
    Later you get a free village deed at the end of the Oracle quest so you can either move into a bigger house or start some farming.
    "decent-sized" however sounds as if you are just looking at the larger 50% of lots like Castle, Keep and City lots. Those are not only nice to look at but require lots of time and work to decorate. It might take so much time from your adventuring that some players actually stay with a smaller house and go on adventuring again than doing chores at home.

    tax-free. Yes, you can upgrade a deed to tax-free with COTOS. Do the math first. Paying those taxes in ingame gold for YEARS is usually cheaper than upgrading to taxfree and you can even pay the taxes on a row lot with the handout from speaking to the Oracle daily.

    PA. Well, player-owned-towns are POT and the deed for POT lots are cheaper than the PA ones. Because the big NPC cities have limited space for players the deeds to place a house there are more expensive. If you really value the scenery (I do) then pay the price - but for simply owning a house there is a score of POT´s with different biomes from snowy over desert to tropical island with available lots that are cheaper than the PA ones.

    Replacement Armour - At the start armour does not cost anything. Just use what you loot. Keep the best and sell/salvage the rest. Start training your skills of weapon/armour/shield preservation because they slow down the durability loss of the worn equipment so that LATER, when you can afford better armour you can enjoy it for a far longer time. Going to Elysium to get the Blessing of Maintenance adds even more protection to your equipment so that you can use it a LONG time.
     
    Pifester likes this.