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Getting it has a ridiculously low cost. A couple can't even go to a single movie for the same price. With Creative Mode a thing now, the cosmetics, welcome bundle and PRO, are the only revenue streams for this game.
Your ideas, while nice in theory, would remove a lot of revenue from Playful. Not to mention, the resources you propose, could be had within 15 minutes of starting any world. Would seem like an insult to those that paid for it. Simply cash in a couple log in chests for half of what you need to bypass purchasing it.
Call it pay to play, pay to win, pay to do more, pay to fund or any other combination with the word pay in it. I will still defend keeping it that way.
Now, if Playful added even more pack space, faster and longer gliding, longer and brighter flashlight range, etc... than couldn't be obtained by gathering a few minor resources you're proposing, instead of paying for it, I might change my stance.
People that paid for PRO should always have more "perks" than those that didn't.
I never said they shouldn't!
So please don't provide an implicit statement to that end.
Perhaps I didn't make myself clear enough with the difference between giving some of the P2P perks as grind-walls and P2F perks as paid exclusive?
No numbers were stated on quantity, and more importantly I did state F2P would get wear on items, which could make it a chore to farm blocks just to carry more types of blocks and run faster... to yep farm resources on essentially consumables NOT actually progressing world shaping.
While Pro would have theirs at the start, permanently, with no upkeep.
It's a here try it, if you like it, you can grind it. Most people will probably buy it once they tried it if they like it because its convenient and they would avoid the extra effort of grinding, re-crafting the item ever 10 minutes.
Fair enough. Yes an enhancement path is still viable.
I think that perhaps the original suggestion I had should have come years ago when I first started playing this game.
Yes I was surprised with the introduction of the daily logins being so powerful (even the basic ones), being a real fast track for new plays, and a nice bonus for veterans.
Perhaps the unlimited worlds part of PRO was too much of a generosity, unlocking a handful along with the extra world options would still be a huge jump from a single world with little options. While Additional world purchases could have been open only to PRO so a clear progression.
Just trying it out free, have a starter world free.
Finished that? Go PRO have a few, and now you can try out different world options.
Got your handful done, man you're dedicated player, and you still want more, a few pennies (an expression not literal) for each one more...
Also some minor edits for clarity.
Though I think Creativerse is a really beautiful game, it doesn't and developed really well, it doesn't mean their business plan was in line with some of the most popular and profitable Free to Play games, that have Pay to Fund (largely in Cosmetics, and Pay to Progress that are otherwise grind-walls for Free to Play people).
My motivation behind this post is that playing free and going PRO have different starting points that drastically changes a players experience. Contrary to may mainstream successful F2P models that have Later content as Paid exclusive, so that ALL players have the same initial fuctionality; while paid may have some of those with ease of use; as opposed to free players having to grind.