Jump to content
MakeWebGames

Gwink

Members
  • Posts

    81
  • Joined

  • Last visited

    Never

Everything posted by Gwink

  1. Nothing much to add here to the list outside this point : Simplicity of use and quality of tutorial will be a central point which will completely modify the ROI and from that allow you to push more work in your game (like buying professional animations, hiring moderation team...), a good game for me is a game which must stay updated and that's not free :)
  2. Gwink

    Traffic

    If you don't tell how or what, only way will be to test then... Let me know and I'll give it a go :D How fast would be delivery?
  3. Gwink

    Traffic

    "10000 unique hits, targetted per interest eg Browser Game = $125" The source and/or the link description would be targeted?
  4. Gwink

    Traffic

    ah ok, clicked traffic from which sources and on which kind of link? I bet it's blind link traffic but sound fair prices to me
  5. Gwink

    Traffic

    Popunder traffic?
  6. I've tested numerous chat and shoutbox... Take care about server ressources : As your goal is to grow your game it's much much better to start with a good one directly :) My 2 beloved ones : http://cbox.ws/ shoutbox/chatbox used on Cityslaves, it's hosted, cheap and offer enough customisations. http://www.flashcoms.com simply the best chat system worldwide IMHO but most expensive too. Could include (but then it's very expensive) webcams, chess and other games, msn/icq, mp3 player and more... They can host your chat room too.
  7. Offering 10.000 trade points to the first 3 installing the script and hitting us here (meaning you don't have to list our website to grab those few hits, just to install the system... Need more test sites. Up to you to continue to try it for good or not behind)
  8. I've tried to find an avatar system too (face creator) but failed... We're working on home made one since weeks (should be released soon now) : Just to let you know it might be the way to go to :S
  9. Hi all, finished and tested our MMORPG trade script (including incentive system to boost traffic), hope some game owners will test it (our game Cityslaves.com will be pleased to trade with any PBBG having at least a few active players). It's free and open source (code is full of comments, sorry if it's not really optimized yet but shouldn't crash your server no worry). :) https://sourceforge.net/projects/mmorpgtrade/ read more and download files here (it's for now ony php/mysql, no crossplatform system). If you don't want to trade traffic with other webmasters you could use it to trade traffic between your own games : It offers a smart way to handle traffic even if you have yet many shared players playing both games (won't count those but will reward them with your incentive anyway). The script is aimed to be easy to install and easy to use for your players, those are the steps for them : Click from reward system on game A => signup or use active account on site B => complete needed action => Find reward tool on game B and click on "reward me now" (Follow steps in readme.txt to install the code on your game)
  10. Released beta version and tested it here, working fine... I would need at least 1-2 beta tester to confirm installation process and system working fine for other games too. Please write to me here through PM or at [email protected] Thanks!
  11. I like the licence terms : "Copyright © 2008-2009 Andrei Busuioc This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation is required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. " it's open source and you can use the code for your own commercial game without any sharing need behind. Really a great free engine IMHO :)
  12. Your article advice is to focus on forums advertising (free through posting)... Tried it a bit but it's really really low traffic compared to buying players then using the right toplists, have you got some forums examples?
  13. If you plan to spend $500 I bet you will try to track your cost per signup then per active player... If you do so and define an "action" for the trade script like "reaching level 2" you can monetize it too and know such action would cost you $1 through advertising (for example). Using the trade script will be then a math between the players you would lost by sending them elsewhere and those scored actions which would cost you $1 each time through advert way :) (as those players are hunting reward at first the right math would be to check for level 3 generated from trade if you really want to compare, just explaining the idea...) I don't understand in which term the $ spent on advertising on both end would join the math... We've spent much more than $500 and will be pleased to list any site which could send at least 50 "actions", no matter the way they've got their players (as soon as they are english speaking and not focused on philipines traffic only).
  14. I don't see why it would mean cheat, I have my own rotating program for votes (not using it for now but could perfectly chose to send huge one day and not another one) and I know some big sites doing so and not sending stable volume per day. Now I don't mean that site is fair, that's something else, I don't know :) By the way I've forgot to register on your toplist hehe, I'll fix that soon ^^
  15. ohh ok, I would say it's not that hard to cheat but on the long run it's easy to catch cheater... Have you got proof or clues many of those big toplists are cheated a lot? Not that I don't believe you but as I'm sending real traffic I would feel cheated myself :(
  16. If you mean vote traffic itself isn't the way they feed their traffic sure it's not magic... But those are building backlinks for google rankings (indirect ones as urls usually include variables but numerous). Same story for all the articles written by game owners. In addition players passing through vote pages are seeing at least 2 pages a day = Lot of banner impressions and a boost for alexa rank too. If you were talking about something else send it through PM yes, I'm really interested, thanks :)
  17. Thanks for your point, we'll see soon if it could work a bit anyway as I've started the coding :) I understand the diffilculties about finding a fair balance for the points per actions and the fact people want to keep their players but I don't think cheat will be such an issue as toplists are working fine and reward tools (surveys...) too : Sure players will hunt for money but they will need to discover a game anyway and not only pass through register page, I've been trapped myself and played some games for a few days just after checking tutorial to compare with mine, this is the idea :D
  18. yes I understand it won't be an easy to promote idea... I think it would need 5-6 RPGs to test it and show efficiency or not but if no one at all would like to try it's not worth the coding :)
  19. Hi, I'm wondering if some game owners would be interested in building an efficient trade system, nothing like crap banner exchange but a real new way to circle the players... The idea would be to use a trade script based on "CPA" scheme with actions not only limited to classic registration but more something matching 10-15 minutes of play. To be efficient each action would trigger a reward for player. (Read the example at the bottom) Some important points : - It would be free of charge, it's just traffic sharing - The script would be free and open source - Fairness would be directly enforced by players themselves as they will complain if not beeing rewarded. Yes many will say "I don't want to send my players to other browser games, that's stupid" but IMHO most of your players already play 2-3 games or will do so through upcoming months so why not trying to open the gates and flood your site with new players? Such traffic exchange might send HUGE amounts of fresh traffic as the reward will make it a buzz on your site. Technically a basic version coded in php would be really easy to build but I won't bother if no one interested 8) And of course the script would be smart enough to send hits only to sites triggering back players too. A live example : Site A action = Signup with no email and reach level 2, approximately 10 minutes of play Site B action = Signup with email, confirm it and enter shop, approximately 3 minutes After discussion both owners agree it's about same value with a bit more weight for site A... Let's say Site A trade points per action would be 1000 and Site B 800 (When a player is sent from site A to site B and complete action then Site A would score 800 trade points) Everything would be controlled through balance and script would temporary block sites below a certain limit until the needed trade points are scored back. Summary : It's like a reward tool where players are paid for signups and/or actions behind but it's a trade script! Compared to banner exchange or link exchange it would be 100 times more efficient. Now it's perhaps a bit complex to understand or too exotic idea? 8|
  20. I really like the mafia one! Just lack of small details which would make it awesome then
  21. "Say 25% of those..." I agree with your overall thinking but you can't really guess such math for our site, each game is unique and it's a bit more complex than that (when you buy traffic they feed your community, vote on toplists and from that generates users back too on the long run. Plus they will generate clicks on banners and not only direct "donations packages" revenues. Last point if they still on your website then your site will grow and any website is worth money when it has traffic even if no revenue is made from it, in my opinion that must be taken into consideration when calculating a ROI). A_Bertrand I think I've misspelled my first post here, trying to explain it again sorry :D I'm talking about active players who are still active after a full week and not just registered ones who've played a bit... If you really pay 50 cents for such players I'm really impressed, I agree your game is better than mine on many points but that's the best result I would have seen so far :thumbup: And I forgot to add an important point : I'm talking about english speaking players from classic rich countries, sorry should have added that too.
  22. What do you mean by "new player"? Per registration? (I know you have an "ingame" registration, make it even harder to compare hehe) It's very hard to compare games but my $5 are about "active players" = A player who is still playing 7 days after registration (who has at least logged in one time after more than 7 days after reg)
  23. Sorry not sure to understand, I was talking about advert cost per player, not revenue generated... or have I missread your answer?
  24. no sorry I mean active = a player who has played after one week (not logged in once)
  25. For the ones buying traffic : What's your average cost per active player from your best traffic source? For us on http://www.cityslaves.com it's for now about $5 which sounds high... Let me define what I mean by active player in our math : An active player is a player who has logged in at least one time one week after his registration. I don't mean those will stay active, it's just my base for our stats :)
×
×
  • Create New...