I am aware that the idea to make tickets "gift-able" has all ready been suggested, and, Robby, all ready commented on possibly doing it.
I feel that tickets need not be gift-able, but instead straight up trade-able.
There are a couple of reasons for this:
One, making them gift-able makes it to easy for scammers.
Two, this game is on the verge of becoming p2w(pay to win).
The last point is the more urgent problem that needs addressing in my opinion. Due to the introduction of the most recent pay-vault item, "double drop rate", the gap between f2p(free to play) players and p2p(pay to play) players has widened considerably.
Here is a conversation from today, with, YL, who has "Double drop rate" + "60% resale" + max luck pet:
(YL, wanted me to add that this is 1-2 hours of straight grinding.)
With the ability to buy books, you can see how p2p player can quickly get more stats than a f2p player could ever dream of.
Possible concerns/ alternative solutions:
(The answers are just my opinions and should not be taken as facts.)
Q: Can't we just remove the new pay-vault double drop?
A: No, people have all ready payed for it, and I'm sure refunding every one would be a nightmare. This goes for all the other pay-vault items.
Q: What about removing pet luck?
A: This doesn't solve the problem, only slightly slows p2p players down whilst completely screwing over f2p players.
Q: Why not make tickets gain-able by some sort of in game method?
A: The problem with this is, not only does, Robby, lose money from this due to players not having a reason to buy tickets, but the p2p players could also get the tickets as well.
Q: Wouldn't making tickets trad-able cause, Robby, to lose money too?
A: No, Robby wouldn't lose any money, because some one has to buy the tickets in the first place to be able to trade them to others.
Q: What about the fact that people won't bother with the pay-vault coin packages?
A: This is true, although not every one will want to deal with the hassle of selling tickets to other players and might opt to buying from pay-vault. I think that the increase in ticket demand would make up for it anyways.
Q: How many coins should a ticket cost?
A: I believe the price of tickets should be set by the players. The pay-vault packages will just serve as a minimum price one would have to sell at to make it profitable. If you can find people willing to pay 5,000 for one ticket, more power to you. If you want to sell them for exactly 1,250 coins, that's great too. Heck, you can even give them out to your guildies for free if that's what you want to do.
Q: Why would a p2p player bother with selling tickets if he/she is all ready making one million coins an hour?
A: Only people who are high enough level to kill the stuff that drops high level gear will be making this much. Also, as, YL, had me add, that's 1-2 hours of straight grinding. Selling tickets to players is a lot faster and less tedious.
Q: How does this make Helmet heroes not a p2w game?
A: It will make it for that you can receive all the benefits that a p2p player does, with out having to pay a dime.
Q: Won't this make it for people who payed don't feel as special for being donators?
A: This is possibly true, although just knowing you helped is usually enough for more then most people. If donators are really concerned about this, I'm sure some kind of aesthetic only reward can be given to people who have paid with real money. Possibility's include different colored names, donator name tag (like the game master one, Robby, has), etc..
Q: What about people who use SupperRewards?
A: Honestly, I don't think the people who were complaining about the previous question would appreciate it if some just had to fill out some surveys to get the same donator reward. Perhaps, after you make a certain amount of money via SupperRewards, or simply have a different aesthetic for SupperRewards players.
Q: What if people find a way to duplicate tickets after they become trade-able?
A: This is always a possibility, but Helmet heroes has come a long way towards making duplicating items harder and the community has gotten quite good at catching people who do.
Q: Won't this just mean more work for, Robby?
A: Yes, but I believe it will be worth it. Not only for the potential of actually making, Robby, more money, but for the fact that it solves the p2w problem as-well as lays down the foundation for an actually in game dual currency economy.
Q: Whats so special about having an economy?
A: Two words: Auction House.
Q: What if I have concerns/complaints/opinions/ideas about making tickets trad-able or solving the p2w problem.
A: simply leave a reply to this post with said concerns/complaints/opinions/ideas.
Q: What if I think making tickets trad-able is the best idea ever?
A: Please feel free to say so in a reply to this post.