Content-Type: text/plain; charset="utf-8" Content-Transfer-Encoding: 8bit Organization: HackIt! / Politis In-Reply-To: <[email protected]> X-FUDforum: e2bee42ec68c43ff3e8c616939181f83 <7878> Message-ID: <[email protected]>
Quote: > *Monetization is based on a false currency. Exactly, in this case you can setup any rate of your virtual currency and vary it as you need. The more popularity game becomes the higher rate of virtual currency could be ;)) Quote: > *Each player receive a certain amount of this false > currency each day. Money - is the measurement of your success in the game. This means that players should not receive same amount money each day. Players should be focused to earn more money in the game to purchase more inventory/goods. Therefore you should offer player a way to earn more money then his competitors. In our games player hack sites. I think that sites should be sources of money. If I have 1 low-level site hacked it will generate me small amount of money, but the more sites I hack and the higher level of sites I hack - the more money they could generate for me. And if someone hacks my site, I loose source of money. I believe it is pretty straightforward and easy understandable by players logic. Quote: > *A player can buy some of this false currency through > micro-payments. Yep, if user has not enough money to buy some inventory to hack site he could spend some of real money to buy virtual currency. But we should offer player a way to spend his virtual money. There should be a lot of options to spend money I believe ;) As a "hacker" I cannot work only with my mouse and keyboard, I need some software helping me to find passwords, good PC to make hack process faster and more effective, firewalls to protect sites I own, etc, etc... Your hack.it store of virtual goods should have tons of items to motivate users to buy stuff and spend money. However each item should have set of parameters. For example: Old Pentium 4 PC could cost 10 "Gold" but has "Performance" parameter = 1, but Modern Pentium i7 could cost me 1,000 Gold, and bring me 10 performance points. There points could be used in process of hacking and affect of chance of success. There could be points for software that can be used to attack and protect sites, points for player`s level, points for secure hacking (using Proxies, IPs, fake credentials that you can buy in Hack.it store as well), points for "back-doors" information that improves hack chances, and a lot more... All you need is to create set of rules/parameters that affect on hacking/protecting processes and assign these parameters to any god you can imagine. It is like when you play Diablo game - you kill monsters and get stuff with different params you can use for your avatar ;) Quote: > *With this currency, player can buy items that will help > them through the game. Yeah ;) Quote: > **Bying items are optional. You can play the whole game > without them, Nope ;( You have a lot of virtual currency generated daily from your websites, you should be able to spend them and improve your level like any other player. The only advantage of paying is to speed up game. If you do not want to wait till tomorrow to get some money you need to hack good site you can buy some "Gold" using real money. Quote: > **The goal of items is not to make the game so much > easier, even if they do a little : they add another > dimension to the gameplay. The goal of items is to spend money you eared. Otherwise, what do you need these money for? ;) Quote: > **There should be no rare item. Everything should be > accessible if you are patient enough. Hm, this brings us idea that some items cannot be purchased in store and can only be received somehow during the game. For example when you hack site you receive not only site itself that generates money for you, but you get also some "artifacts" that site had. This introduces rare, exclusive items that people could trade or use for hacking. Quote: > ** We can sum up the main difference between payning > players and > non-paying players like this : paying players have the > possibility to > level slightly faster. Why inventing new purpose of money? ;) Money are used to buy something, and lets keep it like this. The more money you have the more you can get. and lets keep it like this... Quote: > **Gameplay consequence : we should really focus on > balancing things differently than other game. Balance is very important thing that makes game fun to play. Player should never be able to become "God mode", there should be always something for player to fight with. As this brings fun, I think. Quote: > Even if a really expansive items give > subjectively a strong advantage, they should never be > too advantaging. Even for really powerful items we should have really powerful sites to hack. _______________________________________________ Hackit Bar mailing list - [email protected] Wiki: http://community.hackit.cx/ List: http://community.hackit.cx/ml/ Forum: http://community.hackit.cx/forum/ Ideas: http://community.hackit.cx/ideas/ IRC: irc://irc.freenode.net/#politis
