Reddit regular John Smedley laid out a six-pronged approach to monetization for SOE’s upcoming F2P zombie survival MMO. The list is not exhaustive and Smed said more would be coming “later this week.” For now, here’s what we’ve got:




1) Selling wearables, which will not degrade for the purchaser but can degrade if someone kills you and loots them. You’ll still be able to use fresh copies on new spawns, so you’ll never lose your purchase. Wearables will be usable on all characters with just one purchase. Dyes are planned, but won’t be in the game initially.
2) No direct item sales, like guns, food, water, etc. (though see #6).
3) No boosts that affect #2
4) Emotes for sale.
5) Character slots.
6) Crates that can be found in the wild that can only be unlocked with a cash-shop “key.” You’ll get to see what’s inside the crate before you shell out the Station Cash to buy the key.

That last part is sort of like selling gear, since that’s what lootboxes in MMOs essentially are; you aren’t really buying a key, you’re buying loot. But in H1Z1, you have to find the “box” first, and anything you find is subject to loss like any other item, it’s not the same as, say, buying a gun that you start the game with (permanent or not). In any case, Smed says the loot crate concept “isn’t fully locked yet” so there’s plenty of time to massage the idea.

What do you think about all this? Sound fair to you? And what else would you suggest for monetization in H1Z1?

10 Readers Commented

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  1. bob on April 26, 2014

    ho

  2. HellcatM on April 23, 2014

    No Emotes for sale? Why not? Its not like if you buy emotes that it effects your game, its like selling cloths. People who want to look or do something different will buy them and people who don’t care won’t.

    The buying keys for crates is interesting, I’d have to see how they implement it. If they put only good loot in the boxes and not out and about I can see 2 things. Either the game will be pay to win or people will look in the box and camp for someone to buy the key and then kill the person and steal their loot. Now if you can find a great gun out and about but in a crate you’ll find the same type of gun but there may also be some cloths as well might be cool.

    • huey on April 23, 2014

      lol i think the crates would then be placed in inconspicious locations

    • Spider0804 on April 24, 2014

      4) Emotes for sale.

      You read it wrong, it says emotes WILL be for sale.

  3. Bic Boi on April 23, 2014

    The entire concept of PVP + full loot + cash shop stuff that can also be lost sounds like a shitstorm in the making. No one is going to be happy if they shell out station cash for a key, open a box, get the stuff and then are shot, killed and have said stuff stolen. That’s real money lost to a dickwad.

    There be a shitstorm a-brewin’.

    • Anon on April 23, 2014

      Yeah if I found one i’d just camp it from afar with a long range weapon and wait patiently.

    • Nope on April 23, 2014

      1) Selling wearables, which will not degrade for the purchaser but can degrade if someone kills you and loots them. –> You’ll still be able to use fresh copies on new spawns, <— so you’ll never lose your purchase. Wearables will be usable on all characters with just one purchase.

      Sounds like you will get whatever u have purchased on your spawns.

      • Yep on April 23, 2014

        The point 1) is just talking about selling wearables, its not talking about the loot from the crates.

  4. Boon Gib on April 22, 2014

    Reserved

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