The ability to purchase a card pack from the ingame store is useless. We can have 2 scenarios :
1- average value of the cards in the packet < average value of the cards in the user markets --->no incentive to buy cards from the ingame store
2- viceversa , I can start buying lots of packs from the store and the sell the card to the user market to autoprofit.
This is not true if the only way to generate new cards is by buying a pack from the store.
Yeah in this model pack in the secondary market are generated when someone buys a packs of card on the official store. This means if everyone is buying on the secondary market the supply is getting low and the price pressure is up until it's getting cheaper to buy from the store.
But anyway we are working on a better model discussed with several experts and lawyer.
Another thought: I think, if you want to make the game go viral, it would be much better to have a free to play model + purchaseable extra (rare cards, bonuses etc.). With your model, a newbie is forced pay to proceed in the game and this is scares lot of potential players.
Yes it will be the case of course. SOG will used all tested and approved free to play design.
- Ability to get everything by playing a lot
- Ability to speedup everything by playing
- Rarity and premium items (driving collection effect and trading)
I will test Tower of Saviors. In encourage you to stick around during the dev phase so you can give your advice and experience.
though your monthly user estimates seem a tad high. But that's just me.
The monthly estimate are taking bechmark of existing games. The optimistic is equal the higest grossing game (Puzzle & Dragon) the realistic is the average of a pretty successful game and the pessimistic is taking a game that performs well enough. It could be smaller but we are aiming at least a successful game