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Feature Idea: SeasonPass

Main Focus: Improve the way of gathering money without p2w features and unfair gamble.

Result: Community is going to be way more attract to expend money with, skyrocketing GGG revenue.

Introducing SeasonPass:

1. Wing Infuser

A. The Season wing has 7 main style types: Physical, Fire, Cold, Lightning, Chaos, Minion and Mine
(since it's gonna be a thing).

All pass owners claim their first wing on Nessa as a quest (tutorial), 8 Total Wings can be claimed trough
SeasonPass levels.

B. Each Style has 5 stages.


To unlock the first wing style type the game must track the main skill damage type that the players is
using as main damage. Ex.: first 250 mobs killed by 75% damage from Fire damage turn your wing into
fire style. (Art style must be focused in that system, must be real appealing candy look)

To unlock next wings levels players must use shards.

Shard system:

A. Shards are droppable (not item at all) fragments that unlock the next track stage of the wing.

B. (Tier 1 Shards) can be dropped from any mob (not influenced by ANY WAY from the core game drop
rate system). Shards are Auto selectable to not make players annoyed to stop and click, an animation
must be added to feel appealing. (Something like waves of fire coming from the enemies reaming and
fusing into your wing and the meter going up)

(Tier 2 Shards) can be dropped from magic and rare mobs

(Tier 3 Shards) can be dropped from rare and unique mobs

(Tier 4 Shards) only unique mobs

(Tier 5 Shards) Special encounters

Shards meter:
Every enemy has a chance (high chance, something like 85%) to drop a shard. After the wing fulfilled the
currently shard tier meter, shards from this tier must give something like 0.3 of the ratio.
Ex.: Tier 1 Shard : 0/1800 Source: Any mob

T1 Ratio: 1.0x if the wing equipped is not T2

T2 Ratio: 1.0x if the wing equipped is not T3

T3 Ratio: 1.0x if the wing equipped is not T4

Tier 2 Shard : 0/1300 Source: magic and rare

C. Ideal Scenario: Common wings can't mix 2 different styles, an unique wing reward at high SeasonPass
level can mix up to 2.

Secondary result: Players are going to be motivated to make different builds to unlock new wings. Since
all players starts with only one wing, buying [SeasonPass Levels] make it faster to have extra wings at the
Beginning.

Each stage improve the wing art and effect, starting from a pleb wing going to a
badass end game wing.

2. Pet Infuser

A. Same as wings, pets are going to have 7 different styles and follow the same track leveling system as
the wings.

3. SeasonPass Levels
The SeasonPass must follow a felling of progression and reward.

Every level need 1000 exp.

SeasonPass should have something like 2000 total levels, and give rewards like every level.

Not every level need to be something like (Lootbox, read part 5), can be something like, lootbox at every
10 levels, every level can pick like 50 shards type (fire, cold...) of your choice (shard to upgrade wings
and pets)

Early levels must have good rewards, not only simple. The player ALWAYS need to feel good about what
he is getting in return making the customer influenced to keep buying future SeasonPasses and levels.
Of course end levels must be really difficult and badass.

A. SeasonPass Levels bundles is a thing for people who like to have all the good ones before everyone
else, BUT need to be something that not feel people who CAN'T expend so much money feel bad.
Remember, Less is more, more people with seasonpasses is better than less people buying it. Buy levels
must be an extra, not a must. 80% of your player base with a SeasonPass (something like 15$) is better
than 30% with it, right? :D
4. Gap Levels
Since that is a ton of levels it is going to be real difficult balance with quests, there is when you can make
daily and weekly quests.

1-A. Since there is people that can't play all the time all day, they need to feel like progressing too,
weekly quests is a way to go.

B. Weekly quest can be things like:


Level up 25 levels. Reward: 8500 exp

Complete 15 maps. Reward: 8500 exp

2-A Daily quests must be things like 3 per day.

Kill 300 mobs. Reward: 1500

Create a rare item. Reward: 1500

Clean a map with x mod. Reward: 1500

5. SeasonPass Quests
SeasonPass has levels of rewards, and 100% of the levels must be reachable without paying extra
money, but something like 50%+ must be really difficult. Potential buyers CAN'T feel at the first sight
that it is a thing that you have to expend extra money to look cool.

1-A. Quests: Quests must be like challenges from league, traceable hide quests.

B. Early Quests: Early quests are quests to complete faster and without difficult, it's a good way to
use like a tutorial for new players.

Ex.:

Link a support gem efficiently. Reward: 500 exp

Use Alchemy Orb to create a rare item. Reward: 500 exp

Kill an unique monster without lose 50% of HP. Rewards: 500 exp

Quality an item up to 20%. Reward: 500 exp

C. Early-Mid Quests: Early-Mid quests are quests to complete during early-mid game, act 2-5.
Ex.:

Reach level 3 with a master. Reward: 750 exp

Create your first hideout. Reward: 750

Turn a normal Flask into a magic flask. Reward: 750

Link 4 gems. Reward: 750

Invite a master and claim they workbench. Reward: 750

Reach an ascendancy. Reward: 750

D. Mid Quests: Mid Quests are quests to complete during mid game, act 6-10/
Ex.:

Reach the second ascendancy. Reward: 1000 exp

Use a workbench to craft a mod into an item. Reward: 1000 exp

Reach level 5 with a master and (improve) claim his hideout. Reward: 1000 exp

Reach at least 65% of all resistances. Reward: 1000 exp

Turn a magic item into a rare item. Reward: 1000 exp

E. End Quests: End Quest are quests to complete during end game content.
Ex.:

Use the portal device. Reward: 1250 exp

Invite zana to your hideout. Reward: 1250 exp

Turn a normal map into a rare map. Reward: 1250 exp

Reroll mods of a magic map. Reward: 1250

Clean an Elder Influence from a map. Reward: 1250

Kill Shaper. Reward: 3500

Kill All Elder Guardians. Reward: 2500

6. Rewards
Video games is all about fashion and gamble now days, it's good and fun. So let's talk about how to
make it fair and appealing.

NO ONE like to feel losing money, same as any gamer. When you start to feel like that one of this
scenarios is going to happen. If the guy is rich, he is keep doing it, if not, he is not going to and feel that
was a bad experience, killing a potential next time customer. Since we all now that that are not many
rich people out there playing video games, if you choose the wrong path it can be a shot on your feet.
So, how do make it profitable and appealing at the same time? Reducing the bad gamble result and
making it a progressing odd result.

1-A. Loot boxes is already a thing in Path of Exile, but not appealing for many people since it has a
chance to get duplicates and the price is a little spice. I can understand this system since its one of the
fews ways to PoE make money. But seasonpass can change it.

B. Create 7 lootboxes to match with the 7 styles (cold, fire...)


Inside of each lootboxe put 1 full set with one piece of each slot as always get ratio. So you never get the
same item unless you have already get all. And inside of this boxes put some extra cool pieces (must not
be TOOOOOO much extra, so people can't feel like posting ''GGG, all commons are trash looking, you
need to expend X money to get the extra ones''). This extra cool pieces, can have the chance of drop
with any common one, like 5% every time.

C. Put old lootboxes as rewards too, so people that was at one time looking for an old set, or
something, can be felling trying the seasonpass.

D. Why not a lootbox with custom spells? Unique new custom spells to match the all new seasonpass
system.

Making it appealing is the goal. Since its a Season, you guys can add so much
cosmetics, and bundles.

2-A. Unique sets is a way to go for goal rewards, something like level 250, 500,750. Put some full
unique new sets there, and for sure some people are going to buy spice levels.

Remember, all the content must be reachable without buying extra, just make it really hard. The first
250 levels for example, where is the first unique set, relatively easy to achieve so people can have the
feeling of I want more.

B. Unique Portals, auras, etc can be put into the level goals too, there is soo much that can be done.

3-A. New Wings (total of 8) need to be reachable through level goals, something like:
Wings rewards at level 100, 250, 500, 750, 1000, 1250, 1500, 1750
4-A. Elder and Shaper Shards are shards that you get as goal rewards, to turn normal wings into unique
wings, unique wings can mix 2 different shards effects (Cold+Fire shard inside the same wing). Since its
must be a really cool effect, must be limited, something like level 800 and 1600.

Personal Notes
I'm not sharing this idea in reddit or anything because if you guys take any of the ideas, it's not going to
be a surprise or anything. :)

I had this idea suddenly and I decided to write it, I have many others on how to make it very deep, like a
system that would add quests to the atlas, some graphical ideas of how it would appear in UI, really cool
ideas that can took time to elaborate since I'm not a graphic designer. It took some time to write and
some of my ideas I left behind, if you have interest to hear more about them I would be extremely
honered to share. I highly appreciate GGG for growing up and becoming a renowned company, I believe
that someday you will reach the famous blizzard quality level (PoE is way better than Diablo Kappa). My
English is getting a bit rusty so sorry for any grammatical mistakes that I made.

Contact info:

@1MTheGuy

http://steamcommunity.com/id/mtheguy/

marlonsenna@hotmail.com.br

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