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?