Let's assume it takes 1750 lessons to trans a skill and 700 for miniskills.
Generally, to be able to become a fighter worth a damn, you will want to trans all three of your guildskills, plus Survival. If you want to stretch it a little further, you'll want Antidotes, and maybe some investment in Tattoos, Weaponry and Perception (let's say Expert and assume 433 lessons to reach Expert) for their nifty benefits.
Some professions (knights, mages, rangers/amazons) may get away with just transing two guildskills, and you don't REALLY need every single thing stated above, so your mileage may vary on exactly what is needed/desired. This is just an estimate of the high-end costs.
Three guildskills: 5250
Survival: 1750
Antidotes: 700
Tertiary skills: 1300
Total: 9000
So, using very loose estimates, it takes about 9000 lessons to become an entry-level combatant (i.e. you are not flailing about and dying horribly due to lack of skills learned.)
A fresh noob at level 1 has 150 lessons. You get 5 lessons per level gained after that, and 100 bound credits from 10 to 70.
At level 80, you will have 1145 lessons to spend. This means that you'll need to obtain 7855 lessons through credits.
One credit can be converted into 8.5 lessons (assuming no prior conversion) and bound credits into 6 lessons. This means you will need 1310 bound credits or 924 whole credits.
Current credit prices on the market are 8,000-10,000 per, and it seems like you'd reasonably be able to get them in bulk for that much (or potentially less.) You will spend 7.4 million gold at the least, and 9.3 at the most. Or, you can shell out $300 for 1000 credits via the website.
For $25 a month, you can get Iron Elite, and obtain 1260+(30m) bound credits worth of lessons per month (5 lessons a day, 100 bound credits a month, 5 bound credits extra for each month after that, 60 credits for selling two tokens). Using this method it'd take you 6 months to get the lessons you need at a total cost of $150, plus you'll have a pretty nifty XP bonus to go along with it.
So, if you're looking to be a badass, grab an Iron Elite membership and play half a year. It is statistically worth it!
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the claims are stated - it's the world I've created
The biggest problem with IRE games and attracting and retaining new customers is the buy-in. IRE touts itself as free to play, which is entirely true. However, to get to a competitive level and play, you either have to spend a significant amount (several hundred hours or more) of time doing the most boring thing in IRE: bashing or drop a couple hundred dollars.
The hobby is shrinking, and at this point you’re appealing to a niche. It is time to look at ways to encourage people to stick with the game, even when they’re not the strongest. To that end, I’m going to offer a few suggestions. Some of them are my own, some of them I’ve heard other people mention before and they stuck with me.
1. It should be entirely possible to earn the equivalent of one transcendent skill in lessons by leveling to 80 and a second transcendent skills by leveling to 100.
Based on my math, this works out to roughly 22 lessons a level for 5-80 to equal about 1 trans skill, assuming all characters start out with 150 lessons at level 5 upon completing the intro. For 80-100, obviously it would be approximately 88 lessons per level.
These could obviously award the equalized amount on a per level basis like normal or instead continue to award 5 per level, except on the 0 levels (10, 20, 30, etc) it gives you the difference akin to something like neocredits or like the lesson rewards for some achievements as they exist in Imperian. These would obviously be automatically bound to the specific character and thus don’t benefit from the 2.5 lesson binding bonus.
I know this seems like a lot to give away for free, however this encourages people to be out doing things, be it hunting, questing, PKing, fishing, whatever. A busy world is a populated world.
The goal is to give every player their first taste for free other than the time investment to get the levels. I’m all but positive in every IRE game this will put a player at an almost competitive level, but not able to compete with those who have invested heavily and know what they are doing.
Positives:
Drawbacks:
2. Lesson packages available for cheap for characters 2 RL months and younger.
Basically, what if each character that was created new got access to a page for a 1 time lesson purchase that was even slightly more discounted than normal lesson packages. I don’t remember the math offhand, but lets say lesson packages when they are offered are 30% off. Make the newbie lesson packages 40-50% off. Offer the lessons in a 1k/2/3k/4/5k packages and make it a one time purchase.
Again, the goal is accessibility. And making it look like its cheap to get into the game.
3. Lesson packages available year round for normal price.
Basically the goal the goal is to make those who want to buy in to buy skills able to do so cheaper. Credits would still be able to be converted to lessons, it would just be less monetarily efficient to do so. In addition, credits would obviously still be able to be sold in game via trades/credit market and used to purchase artifacts.
I don't keep close track because I'm fairly sure it would make me sad, I just enjoy it when I have gold.
I think it would be very beneficial to be able to trans two skills by level 100. Especially with the way Guild skills seem to be being set up. Main bashing/pvp skill (Shapeshifting), utility skill(Pioneering), pure pvp skill(Supremacy).
People would feel more useful and want to participate in more things, and bashing up 100 credits to pick up a tradeskill/artifact/random other skill is more exciting then the grind to hit trans with your main bashing skill with your attack not being fully effective because of it.
Like @Gurn said anyone who's spent ANY amount of money on this game is more willing to come back and keep playing. Most people just don't want to shell out a 50-100 bucks or even more than that when they don't fully understand all the mechanics of the game and what all they NEED to be competitive. So give them some smaller, less daunting(read hard to screw up) investments like lessons instead of credits so they can feel safer about what they are buying in terms of their character.
the claims are stated - it's the world I've created
(Dun dun dunnnnnn)
the claims are stated - it's the world I've created