Creating and maintaining a high income game while avoiding pay to win tactics

Hello!!! Im Kalavamo (magicfroakie, i hate the name) the creator of the Lunarix Groups.
Im investing heavy amounts of Robux into many projects and they all look very promising. My problem is though is that iv promised myself and other that i would not fall to pay to win schemes in my games. I love roblox and i hope to do it as a job or at the very least a side hustle in the future but i am unable to think of many solutions to how i can achieve both of my goals.

My number 1 project is Button Simulator Legends. an unpopular genre of games inside of a popular game genre and is currently going through a major update that revolutionises and remasters the entire game. My New version has Aura’s, Rebirths, Currencies past rebirths. a better designed map and many more features that i believe make the game alot better. Past the idea of donation boards i have no idea on how to make money without pay to win schemes.

  • I wish to do a V.I.P system but dont know how to reward players for buying it
  • Multi-Hatch for Aura’s. Unaware if its seen as a pay to win gamepass scheme.
  • I dont believe you should charge people to play on server by themselves (No Paid Servers)
    Anything outside of that i am unsure on how to tackle my issues

Thank you DevForum community

  • Kalavamo Creator of Lunarix
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I’m surprised that a game with a title like that is not pay to win already. You have great commitment.

You should have a few long-term beneficial passes, like a multiplier, or VIP as you’ve stated. Additionally, while less popular now, possibly gamepasses for gears like a boombox (if applicable to your game’s genre).


Trust me, many games have it worse than the stereotypical simulator or tycoon. For example, I remember one game selling a gamepass that allowed the user to sprint in a PvP game. Users who owned the gamepass just won every time.

Hi, Thank you for the reply i appreciate it a lot.
The thought of a boombox is something that i have previously thought about my apologies for not listing it. It is something that i will have to think about extensively including price and accessible music ID’s.

Lunarix creates games based off 2 categories (created by me and recognised by only me)
Competitive: Games that hold competition, leaderboards and if you can affect other players
Non-competitive: Solo games, non-leaderboard games, fun/vibe games.

I personally love my game to the point where i actively play it in studio and out of studio, even if datastores dont work. I dont wish to add paid multipliers, pets, auras, teleports or anything that gives someone an advantage as i feel the game will then lose its spark when theres a power imbalance.

Thank you for the reminder that i can use a boombox. I will definitely put it into heavy consideration

  • Kala

In that case, I’d say you should make a gamepass that gives the user a special accessory, or the ability to add one to their avatar. Admin systems usually have a VIP/Donor feature that gives them a cape.

Thank you for the response again.

I will use this information to consider the possibilities of Nametags, Capes, Special areas and roleplay tools.
Thank you

  • Kala
1 Like

The question is why do you want to avoid the pay to win monetisation model?
This model can be very successful.

Alternatively you could go about using something like the pay for convenience approach were you deliberately yet carefully design systems that are time consuming such as limited pet slots or a hatch delay. The idea been that the player purchases game-passes to improve their experience.

Another common method is using a pay to progress faster method. This would be things that allow the player to ā€˜speed up the grind’. Again you could deliberately slow down progression to offer things like xp boosters for example. Another trick would be give new players a free booster for a short time period. Then when it expires they may feel compelled to purchase it.

I highly recommend you look into various other monetisation tactics particularly the psychology behind them. Knowing how to influence user behavior is very interesting and can significantly help you make better monetisation systems.

Well. if im being completely honest, im not entirely sure. i know for a fact i look stupid and in the future i will regret it heavily BUT. for me i feel like its an insult to my dedicated fans to just wave a flag that says ā€œbuy to be betterā€. I will happily do small pay to win tactics but i feel like giving such a massive advantage to players who happen to come from wealthier or more successful parts of the earth just kind of feels mean.

I create games for money sure. but the main reason im creating games in the first place is to replicate a feeling i got back in the early 2010’s on the xbox 360 days. I feel as though as i cant replicate that feeling through a pay to win game. I want all Lunarix experiences to feel unique and to just be fair to everyone. I know for a fact i look stupid but its something that doesn’t sit right with me.

I will probably succumb to pay to win tactics but if i can make money without them. i will be alot happier

  • Kala

To expand on some of the points you mentioned.

With a VIP system you really want to focus on the ā€˜this thing makes me look cool’ side of it. The idea of this is that you want other players to see that their friends have VIP and the cool perks it offers. You really want to encourage others to also want to buy VIP. Maybe add features with interesting and appealing visuals.

ā€˜Multi-Hatch’ isn’t pay to win, that is pay for convenience. Your paying so you can avoid a little of the tedious and repetitive process of hatching. Unless of course you mean buy 1 get 1 free. Then I guess that could be considered as pay to win.

Charging players for private servers can be very successful if done correctly. Firstly you want as many of your players in the same servers because if new players join and see the game is active and popular, it can motivate them and encourage socialisation. Private servers offer a negative thing for you as a dev because it allows players to isolate themselves from other players. The best way to capitalise on this is first have a slightly above average price to rent a private server. Enough to discourage players isolating themselves but enough that if players are desperate (maybe you have public pvp and they get so desperate to play alone) you can monetise this whilst offering an alternative to quiting your game which is playing in isolation (buying the private server).

Thank you a lot :smiley: !!!
Ill use this info and send it over to my scripter to see what he can do. Using this info i will

  • Create a VIP system that displays a nametag above the players head and a custom chat tag to begin with
  • Raise private server costings to 50 Robux to begin with and with the creation of anti-cheat or popularity i will increase the price to 100-150
  • Sell a Multi-Hatching gamepass that offers 3 at a time.
  • i will also look into paid sprinting mechanics.

Thank you for this information and i will be sure to note down the importance of pay for convenience.

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