To avoid TL;DR, I will begin with the conclusion:
Allowing the purchase of ‘membership’ and/or ‘crowns’ with beyond copious amounts in game currency would Yield a NET Gain in money received from individual players.
Her is why:
The economy of ESO is currently only moderated by the competing forces of Merchent guilds. In the current environment, any guild not structured for a buyers market will operate at a loss and/or at the expense of its members.
If a player could buy a day of membership for 1,000,000 gold, or a crown for 500,000 gold, A new market outlet is created.
Currently one of the largest plagues in ESO’s economy is: No one has to spend gold.
I am certain there are individual players with upwards of 300,000,000 gold; these players are dedicated to your game.
If you give your dedicated player base new reasons to depend on gold, they will play more, they will work to earn more and inject more capital into the market, investing for gains.
Lets say you loose income from 80-300 players because of the change to gold.
I argue that the dedicated players would invest Even More Time into managing their guilds and working with the ingame community; and this is where you get your money back.
People like a responsive and interactive community. As dedicated players make bad ass guilds, all around activity increases and the previously less engaged individuals find themselves enjoying the game more, incentivized to spend more $ on crowns to enjoy the game with such an awe inspiring and committed community.
I believe more work on the virtual Economy will increase player retention and increase the population.
Please voice your ideas and criticisms. The best ideas are forged in diversity.
~Lunaugh
dataOutput ={ }
function: ConvertMagica (dataOutput, magicaInput, skill,fn)
>>> if skill then do
>>>>>> magicaInput = fn(skill)
>>>>>>table.insert(dataOutput, magicaInput)
>>>end
end