trapzor
Iron
- Joined
 - Sep 12, 2014
 
The idea:
On the store, the cost of a server-wide boost is anywhere from $32 to $40. A built-in mechanism for crowd-sourcing this might result in more donations.
The details:
Since a server-wide boost benefits lots of players at once, it might be worthwhile to have a mechanism where each player can chip in a tiny amount (a dollar or two) toward increasing a meter. When the meter hits some fixed amount, say $40, then the boost gets applied. This has several advantages:
Alternatively, have a separate meter on a much larger dollar amount that applies a boost whenever a certain number of purchases/donations are made for any purpose. So even something like buying a crate key would move the meter, toward a larger goal of say $100 or $200, then when the goal is met, a server-wide boost gets applied.
			
			On the store, the cost of a server-wide boost is anywhere from $32 to $40. A built-in mechanism for crowd-sourcing this might result in more donations.
The details:
Since a server-wide boost benefits lots of players at once, it might be worthwhile to have a mechanism where each player can chip in a tiny amount (a dollar or two) toward increasing a meter. When the meter hits some fixed amount, say $40, then the boost gets applied. This has several advantages:
- lowers the barrier of entry for boost-donation, and gets more players started on donating
 - increases the overall volume and frequency of donations
 - a visible meter on the main page (even a periodic in-game announcement that gives the current meter level) would raise the visibility of donating for boosts, while simultaneously providing an higher incentive (only $2 more needed! etc etc).
 - from the player's point of view: more frequent boosts.
 
Alternatively, have a separate meter on a much larger dollar amount that applies a boost whenever a certain number of purchases/donations are made for any purpose. So even something like buying a crate key would move the meter, toward a larger goal of say $100 or $200, then when the goal is met, a server-wide boost gets applied.
			
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