Hello friends, I'd like to suggest a Seasonal Pass system for the game that could improve player activity, retention, and monetization.
The main idea is to reward regular activity across all parts of the game while giving players optional premium progression paths with fair value.
How it works?
A season lasts around 60 days with 100 progression levels.
Players earn seasonal points from normal gameplay:
-Hunts
-PvP (Group battles, Commander guild, Clan PvP, Tournaments)
-Clan activities (Events, Survilurgs defences, Pvp Defences, Tax)
-Daily challenges
-Smiths and Enchanters guild usage,
That means players progress naturally by playing the game normally.
There should be free reward track for all players.
Paid Royal Pass Tiers:
Silver Charter - $15
Designed for casual spenders.
Rewards include:
-Diamonds,
-Guild points,
-Elements,
-Inventory expansion,
-Basic seasonal rewards.
Golden Charter - $30
For more active players.
Includes Silver rewards plus:
-Larger diamond rewards,
-Imperial set fragments (Like Fear since it's the best right now),
-More Guild points,
-More elements.
Imperial Charter - $50
Collector or Prestige tier.
Includes Golden rewards plus:
-Larger diamond rewards,
-More Elements,
-More Guild points,
-Faster Repair and Enchanting timers (by default after buying the pass)
-Guild cooldowns decreased by 30%.
I believe this could help the game because it gives benefits for players, like:
-More reason to log in daily,
-Better reward structure,
-Long term goals every season,
-Optional spending with clear value.
It also benefits the game:
-Predictable recurring revenues,
-Better player retention,
-Increased engagement across all activities,
-Seasonal themes and fresh content opportunities, like for a specific faction which gives more FSP or something like that.
I know the concept isn't perfect, but it can be improved and turned into more of the Developers liking. |