SUGGESTION Discussion: Long-Term Growth & Resource Access Structure

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Quick Note: I summed this up using AI for obvious reasons. Additionally, I'm only active in the Rust category of Nulledvault.com hence my words and thoughts may not apply to other categories.

Discussion: Resource Access, Shards & Long-Term Forum Growth

Since the migration from the old forum to the new one, a lot of work has clearly gone into rebuilding and reuploading resources. The forum feels more organized and modern, and the effort behind the transition definitely shows.

That said, I want to bring up one bigger topic that affects both growth and contribution: the current access/monetization setup around resources.

On the old forum, access was roughly balanced (about 50/50):
  • a portion of resources was available to Level 1–3 users
  • the rest was Vault+-only

Now, almost all legacy resources are Premium-only regardless of level. At the same time, we now have the Shard system that acts as a second “economy” next to Vault+:
  • Vault+ Limited (monthly): Vault+ downloads + 5 Shards per login instead of 1
  • Vault+ Lifetime ($25): Vault+ downloads, higher daily limits (20 vs 10), 5 Shards per login, plus 50 Shards upfront
  • Shards can also be purchased directly ($5 for 50 Shards)
  • There is a separate token-based section where resources are traded for Shards

None of this is “bad” by itself. Premium makes sense, and Shards work great as seen on other forums. The problem is the way the value is currently arranged: most of the useful content sits behind an immediate paywall, and shards are somewhat separated into their own area. That combination creates friction at the exact two points that matter most for long-term growth: onboarding new users and incentivizing new contributors.


Where the Current Dynamic Breaks Down

1) New users hit a hard decision too early.
A lot of people discover the forum because they’re looking for a specific tool/resource. If they arrive and see that almost everything is Vault+-only, they are pushed into a $25 decision immediately — before they’ve had any time to build trust, see consistent value, or feel part of the community.

In that situation, many users will simply compare the decision to alternatives (buying the tool elsewhere, finding a different source, etc.). The point isn’t that Premium shouldn’t exist — it’s that the “try → trust → engage → upgrade” path is shortened into “pay first or leave”.

2) The same early barrier also affects potential contributors.
This is the part that matters a lot for organic long-term growth: some new users don’t just want to download — they might actually have something valuable to upload (especially resources that aren’t on the forum yet).

But right now, even if a new member uploads something exclusive, they still don’t gain meaningful access to the Vault+ ecosystem unless they pay first. So the dynamic often becomes:

  • Join → see most content locked
  • Upload something valuable → still remain locked out

That’s a pretty weak incentive for “high-value newcomers” to contribute early. Ideally, contribution should be a path into deeper access, not something that only benefits the Vault+ side of the forum.


Some Ideas To Fix This (Without Killing Monetization)

The Shard system is actually a great opportunity here — but it needs to be integrated into the main resource flow instead of living in a separate area.

One clean approach would be to unify Vault+ & Shards directly on the resource-post level:

  • When creating a resource post, allow the uploader to set: access rules (Level / Vault+) and an optional Shards price.
  • Make Vault+-only downloads unlockable via Shards as well (for example: 1 Vault+ download = 10 Shards ).

This would immediately create a proper loop:

  • Users earn Shards via activity (uploads, other users downloading their content, engagement/upvotes, logins).
  • Shards become a real progression path, not just a separate shop section.
  • Free users can “work into” access over time instead of facing an instant wall.

Vault+ would still stay valuable and arguably become more attractive, because it accelerates everything:
  • higher daily download limits
  • more Shards per login
  • upfront Shards bonus
  • faster progression overall

So monetization remains intact — but the community gets a healthier onboarding path and better incentives for new contributors.



  • When creating a resource post, allow the uploader to set: access rules (Level / Premium) and an optional Shard price.
  • Make Premium-only downloads unlockable via Shards as well (for example: 1 Premium download = 10 Shards).

This would immediately create a proper loop:

  • Users earn Shards via activity (uploads, other users downloading their content, engagement/upvotes, logins).
  • Shards become a real progression path, not just a separate shop section.
  • Free users can “work into” access over time instead of facing an instant wall.

Additionally, this could be paired with this already proposed tier configuration idea, where uploaders can manually define gradual access across versions.

For example:
  • v1.1 → Level X upwards only
  • v1.0 → Vault+
  • Older versions → Level 3 (or any tier defined by the uploader)

This would allow resource creators to control how exclusivity decreases over time instead of keeping everything permanently locked. Newer versions remain premium and monetizable, while older versions gradually move down the access tiers.

Combined with the Shard integration, this would create:
  • Time-based exclusivity
  • Activity-based progression
  • Maintained Premium value
  • Better integration for free users without undermining monetization

Vault+ would still stay valuable — arguably even more so — because it provides early access and faster progression. But the ecosystem would feel more dynamic instead of static.

Conclusion

Vault+ itself isn’t the issue. Shards aren’t the issue either. The current challenge is that the value is concentrated behind an immediate paywall while the Shard system isn’t yet fully integrated into the main resource structure.

If Shards and Vault+ were connected into one unified progression economy, the forum could keep its monetization and improve:
  • new user engagement
  • early trust-building
  • contributor motivation
  • long-term organic growth

Just sharing this as constructive feedback — the foundation is already there, it’s more about aligning the systems so they reinforce each other instead of running in parallel.

Curious to hear what others think.
 
Quick Note: I summed this up using AI for obvious reasons. Additionally, I'm only active in the Rust category of Nulledvault.com hence my words and thoughts may not apply to other categories.

Discussion: Resource Access, Shards & Long-Term Forum Growth

Since the migration from the old forum to the new one, a lot of work has clearly gone into rebuilding and reuploading resources. The forum feels more organized and modern, and the effort behind the transition definitely shows.

That said, I want to bring up one bigger topic that affects both growth and contribution: the current access/monetization setup around resources.

On the old forum, access was roughly balanced (about 50/50):
  • a portion of resources was available to Level 1–3 users
  • the rest was Vault+-only

Now, almost all legacy resources are Premium-only regardless of level. At the same time, we now have the Shard system that acts as a second “economy” next to Vault+:
  • Vault+ Limited (monthly): Vault+ downloads + 5 Shards per login instead of 1
  • Vault+ Lifetime ($25): Vault+ downloads, higher daily limits (20 vs 10), 5 Shards per login, plus 50 Shards upfront
  • Shards can also be purchased directly ($5 for 50 Shards)
  • There is a separate token-based section where resources are traded for Shards

None of this is “bad” by itself. Premium makes sense, and Shards work great as seen on other forums. The problem is the way the value is currently arranged: most of the useful content sits behind an immediate paywall, and shards are somewhat separated into their own area. That combination creates friction at the exact two points that matter most for long-term growth: onboarding new users and incentivizing new contributors.


Where the Current Dynamic Breaks Down

1) New users hit a hard decision too early.
A lot of people discover the forum because they’re looking for a specific tool/resource. If they arrive and see that almost everything is Vault+-only, they are pushed into a $25 decision immediately — before they’ve had any time to build trust, see consistent value, or feel part of the community.

In that situation, many users will simply compare the decision to alternatives (buying the tool elsewhere, finding a different source, etc.). The point isn’t that Premium shouldn’t exist — it’s that the “try → trust → engage → upgrade” path is shortened into “pay first or leave”.

2) The same early barrier also affects potential contributors.
This is the part that matters a lot for organic long-term growth: some new users don’t just want to download — they might actually have something valuable to upload (especially resources that aren’t on the forum yet).

But right now, even if a new member uploads something exclusive, they still don’t gain meaningful access to the Vault+ ecosystem unless they pay first. So the dynamic often becomes:

  • Join → see most content locked
  • Upload something valuable → still remain locked out

That’s a pretty weak incentive for “high-value newcomers” to contribute early. Ideally, contribution should be a path into deeper access, not something that only benefits the Vault+ side of the forum.


Some Ideas To Fix This (Without Killing Monetization)

The Shard system is actually a great opportunity here — but it needs to be integrated into the main resource flow instead of living in a separate area.

One clean approach would be to unify Vault+ & Shards directly on the resource-post level:

  • When creating a resource post, allow the uploader to set: access rules (Level / Vault+) and an optional Shards price.
  • Make Vault+-only downloads unlockable via Shards as well (for example: 1 Vault+ download = 10 Shards ).

This would immediately create a proper loop:

  • Users earn Shards via activity (uploads, other users downloading their content, engagement/upvotes, logins).
  • Shards become a real progression path, not just a separate shop section.
  • Free users can “work into” access over time instead of facing an instant wall.

Vault+ would still stay valuable and arguably become more attractive, because it accelerates everything:
  • higher daily download limits
  • more Shards per login
  • upfront Shards bonus
  • faster progression overall

So monetization remains intact — but the community gets a healthier onboarding path and better incentives for new contributors.



  • When creating a resource post, allow the uploader to set: access rules (Level / Premium) and an optional Shard price.
  • Make Premium-only downloads unlockable via Shards as well (for example: 1 Premium download = 10 Shards).

This would immediately create a proper loop:

  • Users earn Shards via activity (uploads, other users downloading their content, engagement/upvotes, logins).
  • Shards become a real progression path, not just a separate shop section.
  • Free users can “work into” access over time instead of facing an instant wall.

Additionally, this could be paired with this already proposed tier configuration idea, where uploaders can manually define gradual access across versions.

For example:
  • v1.1 → Level X upwards only
  • v1.0 → Vault+
  • Older versions → Level 3 (or any tier defined by the uploader)

This would allow resource creators to control how exclusivity decreases over time instead of keeping everything permanently locked. Newer versions remain premium and monetizable, while older versions gradually move down the access tiers.

Combined with the Shard integration, this would create:
  • Time-based exclusivity
  • Activity-based progression
  • Maintained Premium value
  • Better integration for free users without undermining monetization

Vault+ would still stay valuable — arguably even more so — because it provides early access and faster progression. But the ecosystem would feel more dynamic instead of static.

Conclusion

Vault+ itself isn’t the issue. Shards aren’t the issue either. The current challenge is that the value is concentrated behind an immediate paywall while the Shard system isn’t yet fully integrated into the main resource structure.

If Shards and Vault+ were connected into one unified progression economy, the forum could keep its monetization and improve:
  • new user engagement
  • early trust-building
  • contributor motivation
  • long-term organic growth

Just sharing this as constructive feedback — the foundation is already there, it’s more about aligning the systems so they reinforce each other instead of running in parallel.

Curious to hear what others think.
Thank you for the detailed and constructive feedback!

While your idea sounds fantastic in theory and creates a nice loop on paper, implementing it in reality brings up several massive logistical and administrative hurdles that we simply cannot ignore.

Here is why unifying Shards to unlock Vault+ resources is highly problematic from a management perspective:

1. If we allow users to bypass the Vault+ paywall by earning Shards through activity (uploads, comments, reviews), it will instantly create an incentive for system abuse. We would see a massive influx of unnecessary uploads, outdated resources, duplicated content, and spam replies just so users can "farm" Shards to unlock premium content for free. To prevent this, every single upload, review, and post would need to be manually checked and approved by staff before Shards are rewarded. We simply do not have the manpower to moderate the forum 24/7 at that scale.

2. It’s important to clarify that the current abundance of Vault+ exclusive resources isn't a top-down restriction forced by the forum; it is a choice made by the uploaders themselves. Any uploader already has the option to set the minimum account level for their resource. If they want to make it free or available to Level 1-3 users, they can. If they choose to lock it behind Vault+, that is their right. Bypassing their chosen requirement with "farmed" Shards undermines the uploaders' intent.

3. Right now, the Shard economy is perfectly balanced for its actual purpose: an anti-leech system. Downloading costs 1 Shard, and leaving a review gives you 1 Shard back. It ensures people engage with what they download. Turning Shards into a premium currency (like 10 Shards = 1 Vault+ download) breaks this balance and circles back to the spam issue mentioned in point #1.

We completely understand the desire for a "try → trust → engage → upgrade" path, and we are always looking for ways to reward genuinely high-value contributors. However, automating premium access through a free currency system invites too much abuse and places an impossible burden on our moderation team.

We appreciate you taking the time to write this up, and we are always open to ideas—but they need to be structurally viable without requiring 24/7 manual policing.
 
Thank you for the detailed and constructive feedback!

While your idea sounds fantastic in theory and creates a nice loop on paper, implementing it in reality brings up several massive logistical and administrative hurdles that we simply cannot ignore.

Here is why unifying Shards to unlock Vault+ resources is highly problematic from a management perspective:

1. If we allow users to bypass the Vault+ paywall by earning Shards through activity (uploads, comments, reviews), it will instantly create an incentive for system abuse. We would see a massive influx of unnecessary uploads, outdated resources, duplicated content, and spam replies just so users can "farm" Shards to unlock premium content for free. To prevent this, every single upload, review, and post would need to be manually checked and approved by staff before Shards are rewarded. We simply do not have the manpower to moderate the forum 24/7 at that scale.

2. It’s important to clarify that the current abundance of Vault+ exclusive resources isn't a top-down restriction forced by the forum; it is a choice made by the uploaders themselves. Any uploader already has the option to set the minimum account level for their resource. If they want to make it free or available to Level 1-3 users, they can. If they choose to lock it behind Vault+, that is their right. Bypassing their chosen requirement with "farmed" Shards undermines the uploaders' intent.

3. Right now, the Shard economy is perfectly balanced for its actual purpose: an anti-leech system. Downloading costs 1 Shard, and leaving a review gives you 1 Shard back. It ensures people engage with what they download. Turning Shards into a premium currency (like 10 Shards = 1 Vault+ download) breaks this balance and circles back to the spam issue mentioned in point #1.

We completely understand the desire for a "try → trust → engage → upgrade" path, and we are always looking for ways to reward genuinely high-value contributors. However, automating premium access through a free currency system invites too much abuse and places an impossible burden on our moderation team.

We appreciate you taking the time to write this up, and we are always open to ideas—but they need to be structurally viable without requiring 24/7 manual policing.
Thank you for the detailed reply — I completely understand the moderation and abuse concerns you raised. If a system unintentionally incentivizes spam or requires constant manual oversight, it’s simply not viable long-term.

Regarding shard farming specifically: I agree that if shards are too easy to earn (for example through low-effort replies or lightweight engagement), that immediately creates room for abuse. That’s why my thought was never to allow an unrestricted “grind shards → unlock Premium” path. If anything, shard earning could be narrowed down further if their role were ever expanded — for example by limiting meaningful rewards to moderated uploads, verified guides, or capped engagement actions rather than anything easily spammable.

At the same time, if the shard system is intentionally meant to function mainly as an anti-leech mechanism — where downloads cost 1 shard and reviews give shards back to encourage engagement — then that’s a completely fair and coherent design choice. In that case, the current balance makes sense.

My main point was more about the structural potential the system has and how it could be properly expanded/integrated into other dynamics of the forums.

Right now there’s a separation between the normal resource section and the Shards Marketplace. Even without changing monetization rules, simply merging those systems structurally — so uploaders can configure everything directly within their resource post (Level requirement, Premium requirement, optional shard unlock, or a combination) — would already make the ecosystem feel more unified instead of parallel.

And to be clear, I’m not suggesting overriding uploader intent. On the contrary, uploaders should have full control over whether they want to allow shard-based access at all. If someone wants their post to remain strictly Vault+-only, that should absolutely remain their decision.

To further reduce abuse potential, mechanisms like a small shard tax could also help. For example, if a resource is unlocked for 50 shards, a percentage (10–20%) could simply be removed from circulation. That would prevent circular shard swapping or coordinated farming attempts, and would help control inflation within the system.

It’s also worth mentioning that similar hybrid currency systems are already used successfully on many other forums of this type — and usually for a reason. In most cases, they strike a balance between monetization and engagement without collapsing into abuse, because the mechanics are designed carefully. Of course, that doesn’t mean NulledVault has to copy what others are doing or become just another version of something that already exists. But it does show that these models can work in practice, and that we wouldn’t necessarily be reinventing the wheel — more refining and adapting proven structures to fit the forum’s own vision.

Regarding the point that uploaders already have full control over access levels: that’s absolutely true in theory — they can manually adjust permissions whenever they update a resource. The reality, however, is that especially for users managing many uploads, this kind of manual access restructuring over time is unlikely to happen consistently. That’s why I suggested implementing proper tooling for it. If uploaders had the option, during creation or when posting an update, to define how access should evolve across versions (for example: newest version Premium-only, previous version Level 3, older versions Level 2), the system could handle it automatically. This would of course require proper versioning support, but it would reduce friction for uploaders while enabling gradual access control without constant manual adjustment. The goal isn’t to remove choice — it’s to provide better tools so that choice can realistically be exercised.
So overall, I completely understand the workload concerns. My intention wasn’t to weaken Vault+ or create a farming loop, but to highlight that — if aligned with the long-term vision — shards could potentially evolve into a more integrated progression layer rather than existing separately.

But again: If the intention is strictly anti-leech, that’s totally valid. I just wanted to point out the structural possibilities.
 
Regarding the point that uploaders already have full control over access levels: that’s absolutely true in theory — they can manually adjust permissions whenever they update a resource. The reality, however, is that especially for users managing many uploads, this kind of manual access restructuring over time is unlikely to happen consistently. That’s why I suggested implementing proper tooling for it. If uploaders had the option, during creation or when posting an update, to define how access should evolve across versions (for example: newest version Premium-only, previous version Level 3, older versions Level 2), the system could handle it automatically. This would of course require proper versioning support, but it would reduce friction for uploaders while enabling gradual access control without constant manual adjustment. The goal isn’t to remove choice — it’s to provide better tools so that choice can realistically be exercised.
So overall, I completely understand the workload concerns. My intention wasn’t to weaken Vault+ or create a farming loop, but to highlight that — if aligned with the long-term vision — shards could potentially evolve into a more integrated progression layer rather than existing separately.
I also realized that I forgot to mention that this idea is based on what’s already been implemented (honestly, I just noticed it). It would be fantastic if this system could be expanded further—perhaps by allowing us to choose when a resource becomes accessible, rather than locking it to a fixed period of 3 months. Additionally, it would be useful to have an option like: “After X updates, users with <access level> will be able to download this resource,” where X is configurable by the uploader (maybe defaulting to 3?). Access levels could range from Level 1 to Level 3.
 
Thank you for the detailed reply — I completely understand the moderation and abuse concerns you raised. If a system unintentionally incentivizes spam or requires constant manual oversight, it’s simply not viable long-term.

Regarding shard farming specifically: I agree that if shards are too easy to earn (for example through low-effort replies or lightweight engagement), that immediately creates room for abuse. That’s why my thought was never to allow an unrestricted “grind shards → unlock Premium” path. If anything, shard earning could be narrowed down further if their role were ever expanded — for example by limiting meaningful rewards to moderated uploads, verified guides, or capped engagement actions rather than anything easily spammable.

At the same time, if the shard system is intentionally meant to function mainly as an anti-leech mechanism — where downloads cost 1 shard and reviews give shards back to encourage engagement — then that’s a completely fair and coherent design choice. In that case, the current balance makes sense.

My main point was more about the structural potential the system has and how it could be properly expanded/integrated into other dynamics of the forums.

Right now there’s a separation between the normal resource section and the Shards Marketplace. Even without changing monetization rules, simply merging those systems structurally — so uploaders can configure everything directly within their resource post (Level requirement, Premium requirement, optional shard unlock, or a combination) — would already make the ecosystem feel more unified instead of parallel.

And to be clear, I’m not suggesting overriding uploader intent. On the contrary, uploaders should have full control over whether they want to allow shard-based access at all. If someone wants their post to remain strictly Vault+-only, that should absolutely remain their decision.

To further reduce abuse potential, mechanisms like a small shard tax could also help. For example, if a resource is unlocked for 50 shards, a percentage (10–20%) could simply be removed from circulation. That would prevent circular shard swapping or coordinated farming attempts, and would help control inflation within the system.

It’s also worth mentioning that similar hybrid currency systems are already used successfully on many other forums of this type — and usually for a reason. In most cases, they strike a balance between monetization and engagement without collapsing into abuse, because the mechanics are designed carefully. Of course, that doesn’t mean NulledVault has to copy what others are doing or become just another version of something that already exists. But it does show that these models can work in practice, and that we wouldn’t necessarily be reinventing the wheel — more refining and adapting proven structures to fit the forum’s own vision.

Regarding the point that uploaders already have full control over access levels: that’s absolutely true in theory — they can manually adjust permissions whenever they update a resource. The reality, however, is that especially for users managing many uploads, this kind of manual access restructuring over time is unlikely to happen consistently. That’s why I suggested implementing proper tooling for it. If uploaders had the option, during creation or when posting an update, to define how access should evolve across versions (for example: newest version Premium-only, previous version Level 3, older versions Level 2), the system could handle it automatically. This would of course require proper versioning support, but it would reduce friction for uploaders while enabling gradual access control without constant manual adjustment. The goal isn’t to remove choice — it’s to provide better tools so that choice can realistically be exercised.
So overall, I completely understand the workload concerns. My intention wasn’t to weaken Vault+ or create a farming loop, but to highlight that — if aligned with the long-term vision — shards could potentially evolve into a more integrated progression layer rather than existing separately.

But again: If the intention is strictly anti-leech, that’s totally valid. I just wanted to point out the structural possibilities.
I also realized that I forgot to mention that this idea is based on what’s already been implemented (honestly, I just noticed it). It would be fantastic if this system could be expanded further—perhaps by allowing us to choose when a resource becomes accessible, rather than locking it to a fixed period of 3 months. Additionally, it would be useful to have an option like: “After X updates, users with <access level> will be able to download this resource,” where X is configurable by the uploader (maybe defaulting to 3?). Access levels could range from Level 1 to Level 3.
Regarding the Shards system: Your idea of a "shard tax" to combat inflation is actually very clever. However, as you perfectly summarized, our current goal is to keep Shards strictly functioning as Shards Marketplace currency and an anti-leech baseline engagement mechanism. We want to keep the economy straightforward right now to ensure stability, but your structural points are definitely noted for the long-term vision.

Now, regarding the automatic version unlocking. I'm glad you noticed it. In fact, your initial post was the direct inspiration for me pushing this feature out few minutes ago.

For now, we have implemented the "3-month / Level 2" rule as our "testing" baseline. We want to roll this out globally, see how uploaders utilize it, and monitor how it impacts Level 2 engagement. Once we know the foundation works smoothly and is well-received, we can definitely look into developing more granular controls for uploaders to fully customize those variables in the future.

For Level 1 it is not possible to add, because "History" downloads are restricted for Level 2 members only.
Read more: https://nulledvault.com/help/badges/
 
Regarding the Shards system: Your idea of a "shard tax" to combat inflation is actually very clever. However, as you perfectly summarized, our current goal is to keep Shards strictly functioning as Shards Marketplace currency and an anti-leech baseline engagement mechanism. We want to keep the economy straightforward right now to ensure stability, but your structural points are definitely noted for the long-term vision.

Now, regarding the automatic version unlocking. I'm glad you noticed it. In fact, your initial post was the direct inspiration for me pushing this feature out few minutes ago.

For now, we have implemented the "3-month / Level 2" rule as our "testing" baseline. We want to roll this out globally, see how uploaders utilize it, and monitor how it impacts Level 2 engagement. Once we know the foundation works smoothly and is well-received, we can definitely look into developing more granular controls for uploaders to fully customize those variables in the future.

For Level 1 it is not possible to add, because "History" downloads are restricted for Level 2 members only.
Read more: https://nulledvault.com/help/badges/
Once again, thank you so much for listening to our feedback and acting on it so quickly. This genuinely boosts my (and I’m sure many others’) motivation to not only stay active but also to continue brainstorming ways to improve and contribute further. Without your efforts, none of this would be possible.

Since this post is already up, I’d also like to encourage everyone who comes across it to reflect on the points I raised in my initial post. I’d love to hear your thoughts and insights—together, we can achieve great things.
 
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@EightZblue @t0r @everyone-else (hopefully no one names themselves this ):LOL:

From my perspective, there is an open door for abuse on both sides. Staff members, or even friends of staff, can upload items and immediately place them into Vault+. Whenever there is monetary gain involved, both sides may try to exploit the other to gain an advantage. That’s simply human nature, regardless of the business.

There is no single-step solution that will solve both sides of the exploit coin. As a business owner, I lean toward the belief that the person taking on the risk has the right to set the guidelines. You can never please everyone; trying to do so is futile and only wastes time and energy.

This site, which is also a 'business', which will 'knock around' in the dark to find a balance where it stays profitable while accommodating its users. 'knocking around' is how a business grows and adjusts it business model to stay alive and relevant.
At the end of the day, every business has to find its footing the only way it can; sometimes getting it wrong before it gets it right. If you believe in where it’s headed, stay and see how it unfolds. If you don’t, no one is forcing to remain; you can always leave and go.

I think there need to be more avenues for payment that are more convenient for users. People are lazy, myself included at times. Cater to that laziness, and things will grow. I also think there are too many low-end plugins in Rust marked as Vault+
 
1 minute to edit your message, too short!.
Payment methods:
I seen you added BTC + paypal.
could you add either USDT, XRP, or LTC?
doesnt have to be all but USDT is a stable coin.


just suggestions. BTW, I hate discord but im a rare anon
 
1 minute to edit your message, too short!.
Payment methods:
I seen you added BTC + paypal.
could you add either USDT, XRP, or LTC?
doesnt have to be all but USDT is a stable coin.


just suggestions. BTW, I hate discord but im a rare anon
 
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