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Bank Overhaul
#1
Bank Account

My first suggestion is splitting player's money between cash and bank account balance. This means the money in your bank account is separate from the money your avatar has and you can make deposits and withdrawals to and from your bank account. This would mean if you wanted to buy something you would need that amount on your avatar, as purchases would not take money from your bank account.

At first, this might seem like a lot of work for no return, but this is where the real suggestion comes in. I think paychecks would be a good idea to be introduced into the game. Players would receive a small percentage of their bank account balance added as a small reward for returning back to the game. This wouldn't be a massive amount of money, but enough for players who don't like grinding jobs to be able to do make some purchases in the game. These paychecks could be tweaked however the developer team desire, however I think the best option is a small reward every hour. As this works based on your bank account balance, players with more money in their bank have better rewards, so this means older players will be better rewarded, however it still helps newer player significantly.

This could be done in two ways:
- The easiest option is to give every player logged in at every hour change the paycheck. (global paychecks - everyone who is logged in at this time receives a paycheck)
- The slightly trickier option is to track each player's time logged in and reward them for every hour played. (individual paychecks  - players must play an hour to earn each paycheck)

I think this is a good idea as:
- It gives players more of an incentive to play.
- It makes the monetary side of the game easier on newer players, potentially making them stick to the game.
- This could work as a premium perk, by giving premium players a higher reward for each paycheck. This in turn will give players more of a reason to buy premium.



Savings Account

So my second suggestion is to implement a savings account. This doesn't depend on the other suggestion, however I think they go well together. The basic premise of this suggestion is that it is another mechanism to reward players for playing the game, although in a slightly different way.

It acts like a bank account, you can make deposits and withdrawals to it, although slightly differently. These numbers could be determined by the developer team but for example, players can only deposit between $1 and $10,000, and cannot deposit anymore once your savings account is greater than or equal to $10,000. When they want to withdraw from their savings account, they can only take everything that is in there, nothing less. This would work similarly as paychecks by using whatever method the developer team choose (global paychecks or individual paychecks) and adding this as a secondary paycheck so a percentage of their savings account gets added back on top. The reward on this savings account would be higher than the regular paychecks as you lose your progress if you withdraw your savings. (Google 'compound interest' if any of you are unfamiliar with this topic).

The same advantages are seen here really:
- It gives players more of an incentive to log online.
- It makes earning money easier, especially on newer players. This would be perfect for saving for an apartment or house!
- This could also work as a premium perk by allowing premium players to have a better higher reward on their savings account from each paycheck.



Let me know what you guy's think about these suggestions! I know there's already a thread about the economy of the game, however that is more concerned with balancing the economy, rather than adding new aspects to it. Also in some respects this is also kind of fixing the economy by giving newer players an easier time with money. If any of you guys have questions about either of these ideas or would like my to explain them a bit better let me know and I'll try my best!

Specifically for the developer team, at first this might seem like you're giving away free money and driving players away from purchasing money from the bank, however I think this system would be more beneficial. First of all players are rewarded for simply playing the game, it makes them feel valued and means they have an easier time playing the game, which will make them stick around longer and overall grow the player base. Not only will the player base grow, the added benefit of premium players getting better paychecks would mean the number of premium players will go up, accounting for the loss of players purchasing money (and more in my opinion). 

Also, as a software developer, I really don't think this would be much work. You could essentially use the current money system as the avatar's money, and add 2 more variables/database fields (not sure how you guys have structured the game) for the bank account and savings account balances, develop the functionality for withdrawing, depositing and delivering paychecks, make some UI changes at the bank and it's done!
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#2
I agree with most of the stuff doc's suggesting. Give players a chance to grow their money without having to grind for it, with premium players getting a better ROI. Alternatively, as has been mentioned elsewhere, a daily reward for logging in, with an increasing payoff for each consecutive day doing so (capped at 7 days before resetting).
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#3
Yeah there's a couple different ways to handle the paychecks. I think the fundamental suggestion here is simply reward players for playing the game and give better rewards to premium players. This will no doubt grow the player base and give players more of a reason to buy premium. As for how paychecks are implemented, there could be a number of different methods.

I think there are 2 different ways for determining the amount of the paycheck:
- Every player receives the same amount. (higher amount for premiums)
- Each player is given a percentage of their total money. (higher percentage for premiums)

Then the frequency of paychecks is where I think there are a lot of different options, however here are some which I like:
- Paychecks are sent to every online player each hour.
- Paychecks are sent to every online player every 3 hours.
- Track each player's time spent online and give them a paycheck for every hour played.
- Track each player's time spent online and give them a paycheck for every 3 hours played.
- Give players a paycheck for every consecutive day they log in. (could also adjust the paycheck amount with this method, rewarding players for more consecutive days)
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#4
(09-26-2018, 01:36 AM)docdom Wrote: Bank Account

My first suggestion is splitting player's money between cash and bank account balance. This means the money in your bank account is separate from the money your avatar has and you can make deposits and withdrawals to and from your bank account. This would mean if you wanted to buy something you would need that amount on your avatar, as purchases would not take money from your bank account.

At first, this might seem like a lot of work for no return, but this is where the real suggestion comes in. I think paychecks would be a good idea to be introduced into the game. Players would receive a small percentage of their bank account balance added as a small reward for returning back to the game. This wouldn't be a massive amount of money, but enough for players who don't like grinding jobs to be able to do make some purchases in the game. These paychecks could be tweaked however the developer team desire, however I think the best option is a small reward every hour. As this works based on your bank account balance, players with more money in their bank have better rewards, so this means older players will be better rewarded, however it still helps newer player significantly.

This could be done in two ways:
- The easiest option is to give every player logged in at every hour change the paycheck. (global paychecks - everyone who is logged in at this time receives a paycheck)
- The slightly trickier option is to track each player's time logged in and reward them for every hour played. (individual paychecks  - players must play an hour to earn each paycheck)

I think this is a good idea as:
- It gives players more of an incentive to play.
- It makes the monetary side of the game easier on newer players, potentially making them stick to the game.
- This could work as a premium perk, by giving premium players a higher reward for each paycheck. This in turn will give players more of a reason to buy premium.



Savings Account

So my second suggestion is to implement a savings account. This doesn't depend on the other suggestion, however I think they go well together. The basic premise of this suggestion is that it is another mechanism to reward players for playing the game, although in a slightly different way.

It acts like a bank account, you can make deposits and withdrawals to it, although slightly differently. These numbers could be determined by the developer team but for example, players can only deposit between $1 and $10,000, and cannot deposit anymore once your savings account is greater than or equal to $10,000. When they want to withdraw from their savings account, they can only take everything that is in there, nothing less. This would work similarly as paychecks by using whatever method the developer team choose (global paychecks or individual paychecks) and adding this as a secondary paycheck so a percentage of their savings account gets added back on top. The reward on this savings account would be higher than the regular paychecks as you lose your progress if you withdraw your savings. (Google 'compound interest' if any of you are unfamiliar with this topic).

The same advantages are seen here really:
- It gives players more of an incentive to log online.
- It makes earning money easier, especially on newer players. This would be perfect for saving for an apartment or house!
- This could also work as a premium perk by allowing premium players to have a better higher reward on their savings account from each paycheck.



Let me know what you guy's think about these suggestions! I know there's already a thread about the economy of the game, however that is more concerned with balancing the economy, rather than adding new aspects to it. Also in some respects this is also kind of fixing the economy by giving newer players an easier time with money. If any of you guys have questions about either of these ideas or would like my to explain them a bit better let me know and I'll try my best!

Specifically for the developer team, at first this might seem like you're giving away free money and driving players away from purchasing money from the bank, however I think this system would be more beneficial. First of all players are rewarded for simply playing the game, it makes them feel valued and means they have an easier time playing the game, which will make them stick around longer and overall grow the player base. Not only will the player base grow, the added benefit of premium players getting better paychecks would mean the number of premium players will go up, accounting for the loss of players purchasing money (and more in my opinion). 

Also, as a software developer, I really don't think this would be much work. You could essentially use the current money system as the avatar's money, and add 2 more variables/database fields (not sure how you guys have structured the game) for the bank account and savings account balances, develop the functionality for withdrawing, depositing and delivering paychecks, make some UI changes at the bank and it's done!

I actually suggested awhile back, as you can see from the following post http://www.mnfclub.com/forum/showthread....7#pid37067 

(07-12-2018, 07:20 PM)Lady_Alexa Wrote: I think that the $1000 payment the Premium players get for creating a new avatar should be scrapped.  Technically its still farming, plus all those avatar names I assume consume a fair amount data, not counting all the data for the avatars.
Yes I know, that will mean Premium players will be down around $30,000 per month.  So why not give them a login payment.  Other games do it, for example 3DX Chat pays players $100 on the 1st day, then $150, $200, $250 & finally $300 on the 5th day.  If players continue to login each day they continue to get $300, however if they miss a day, they get reset back down to $100, having to start from scratch.
So why not do this on MnF Club for Premium Players with $200 on the first login, then £400, $600, $800 and finally $1000.  The decision regarding Non-Premium players getting a login payment, that would be up to MnF Club, but if they did you could give them 10%... so $20, $40, $60, $80 & $100.
But still keep the mini-games to earn money.  And there is nothing to stop MnF Club selling game cash, as all the games do it, but it would help if there was more to buy.
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#5
I'd just like to point out that 2% interest per day on 4 million is 80,000 MnF dollars a day. Its a sweet idea but it would remove any incentive to buy a code with real cash and sell it for in-game cash. The seven day earnings would be 560,000 and that isn't compounded. It would make money useless again and if that is the purpose so be it.
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#6
I agree with Lady Alexa's version daily login rewards & eliminating premium alt farming.

I also agree with the idea of a savings of a fixed amount that earns fixed rate of interest to be entirely withdrawn at a set period of time.  This is also known as a Certificate of Deposit (CD)  It is intended to provide a higher interest rate on savings balances since your money is locked in for a fixed period.  So I believe the MNF national Bank should offer CDs because the concept is simple to implement & offers a low risk alternative to making money & using high balance. The Devs can set the deposit ranges 1,000 or more, set a simple fixed rate, and offer the return of the funds plus interest payable at the end of a predetermined period like 1 week.

If a player wants to earn compound interest then they can simply reinvest the proceeds received from the first CD into another CD.   keep in mind that the Devs are not finance professionals so simplicity is key to implementing any form of interest calculations

I would also recommend that the premiums should be able to make the bank girl climax for a higher interest rate

I don't believe that cash on hand should be separate from cash in the bank because it adds complexity. Instead cash on hand should continue to operate as it already is.  The bank should simply offer another savings product like a Certificate of Deposit as another feature the bank offers.
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#7
(10-01-2018, 09:34 PM)Jenna-X Wrote: I'd just like to point out that 2% interest per day on 4 million is 80,000 MnF dollars a day.  Its a sweet idea but it would remove any incentive to buy a code with real cash and sell it for in-game cash.  The seven day earnings would be 560,000 and that isn't compounded.  It would make money useless again and if that is the purpose so be it.

Who the fuck has 4 million in game dollars? At that point, someone like that has no reason to be buying anymore money regardless
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#8
I used to have 3 million in game dollars, but was because I was supplying premium codes as an approved seller.

These days, I have like $25,000, but that's because I gift my money to random people via in game auctions
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#9
I'm barely at 17,000 myself. I guess I'm doing it wrong Tongue I need to stop going to the casino for my fix.
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#10
Yeah I've been told by people that there was a time where premiums could make unlimited accounts and farm money, this has lead to people with extraordinary amounts of money in the game. Obviously, this suggestions is more tailored to helping newer players, but by doing that it also rewards the ultra-rich people of the game immensely.

Perhaps there could be a tax system added to the system I've suggested which lowers the reward percentage based on your total amount of money, to ensure these super rich people don't make too much money, which could eventually completely break the economy of the game.
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