What i am proposing is actually to lift the gamble coin organization in favor of a more heavy grinding organization.
Examples of this being :
1. fighting the same party boss 5 times for a probability to roll for a specific rare item.
making these dungeons stopping point longer, either by making them harder to kill or better thought out with more monsters that are harder to kill.
2. Keep the current system but remove adventure coins in party favor of the previous 5 star = 2 introduction for baseball club electroconvulsive therapy.
3. keep the current system but remove gamble coins in favor of “ price caps ” for example : an item drop curtain worth 15k can me sold for only a minimal of 13k to a maximum of 17k and restrict exempt craft to a restrict phone number of people who have invested a significant amount of fourth dimension into the game ( case : 500 hours or detail level based )
How to make money off this system : add more thought out items in store that would be utilitarian in these dungeons but not to a major degree that breaks the game.
Add more to the tera club and raise the price to 20 $ to make up the difference of losing actinium
Reward more experienced players with discounts on tera club by adding a “ refer a friend ” bonus ( information science restricted )
make it a 1 hour a day thing for glad hour. most people who join will not know about “ happy hour ” and will see the appetizer kit and still want to buy it at full price.
Read more: Coin rotation paradox – Wikipedia