Warning: Creating default object from empty value in /nfs/c03/h04/mnt/50343/domains/jumpdewdsbeta.graveck.com/html/wp-content/plugins/bbpress/bbp-includes/bbp-core-compatibility.php on line 84
Topic: The General Pay to Continue | Jump Dewds Beta

The General Pay to Continue

HomeForumsEconomyThe General Pay to Continue

Tagged: 

This topic has 6 voices, contains 5 replies, and was last updated by  graveckmatt 3102 days ago.

Viewing 6 posts - 1 through 6 (of 6 total)
Author Posts
Author Posts
December 23, 2011 at 1:35 am #47

kinifi

From my experience with pay to play not on iOS but on PS3, X360 and Web. Most make you pay a large sum the first time and then gets reduced each time after that. The idea behind it is the following:

1. The user has 100 rewbies
2. The user plays single player and beats their highscore but dies! How can they continue?
3. Make them pay 40-30 rewbies the first time.
4. If they happen to die again reduce the price by 10-5 rewbies and which will look like a deal compared to the first price for continuing gameplay.

This has worked great for Moshi and ZhuZhu Games that I’ve worked on.

December 23, 2011 at 3:38 pm #49

Thorpedo

Has anyone tried giving virtual currency for viewing iAds in a game? I did this with a video editing app as an experiment (if you watch an add then extra features are released) with mixed results. The idea is that the user may be more willing to pay by viewing an ad than parting with cash.

December 23, 2011 at 4:19 pm #54

mpacyga

I think the current status of pay to continue is fine. BUT. Reward the player by giving them solid ground again not leaving it open for death again, again, again. Charging the user more rewbies as I’ve progressed through the level is a good idea. If I’m on wave 12 then it makes sense that it should cost more to play again but if I die right away…. That will make me pissed and will not want to continue again.

December 27, 2011 at 5:07 pm #63

graveckty

@kinifi – That is an interesting way to do it. I’m going to check into those games and see for myself. Our idea was that we want the revive to be a last resort, and make it more expensive so the player will still need to rely on their skills, and not their wallet. Although, this does make the players with the bigger wallets able to get to later waves… but they still need some skill.

@Thorpedo – We were tossing that idea around actually! I think its definitely possible for a future update, to opt-in to playing a round with an ad at the top for 2x Rewbies.

@mpacyga – I’m bummed we couldn’t get the full-ground revive into the beta build. Our plan is to restore the ground when you buy a revive, and have the player drop back in. You’re 100% right, its a punishment to the player right now to revive when they only have a couple blocks left. This also makes buying the revives at an increasing price on later waves worth it.

I hope you guys are enjoying the game. Thank you for the input!

January 12, 2012 at 5:33 pm #110

chemicalpete

I do think that the cost to revive could be standardized a bit more. On the moderate levels, after repeated revives, they do get quite costly. If they were a little more up front, but stayed the same per revive, or the cost/revive was the same rate regardless of level, I’d be more apt to use it more I think.

January 13, 2012 at 5:45 am #116

graveckmatt

Regarding the revives: their relevancy to the game has declined significantly since we made a few major changes right before the beta. The levels used to be more finite with an end goal. We decided why have an end goal when it would be more fun and extend the life of the game to have it be a survive-as-long-as-possible type of game. Long story short: there is no longer much motivation to revive.
This brought up an idea we had to change the revise system to something much different . . .
I guess instead of trying to explain you’ll have to check it out next beta.

Viewing 6 posts - 1 through 6 (of 6 total)

You must be logged in to reply to this topic.