To make any real money in free to play, that is to say more than a "shit salary" as you put it, you need critical mass of players engaging with your game and having a high retention rate with your game.
I am by no means an expert on F2P, as I work for a AAA developer, but there seem to be two successful models.
1) Pay to win in a non-competitive game. Pay to win allows people desiring to spend the money to do so to progress faster. Faster progression in a competitive game gives no incentive to people who don't want to spend to win so in general you will lose these players and you won't have a critical mass to support your paying customers, which results in your game being abandoned. In non-competitive games this doesn't necessarily disincentivize non-paying customers, as they can still progress naturally at a more deliberate rate. This type of game tends to be supported by people called "Whales" (it's a gambling term for big spenders). Where a small percentage of the population supports the game financially.
2) Pay for aesthetic/customization. Another model doesn't stall progress at all, but rather users can pay to make their characters look unique. Special skins, cool effects, items to decorate your house, etc. This type of game doesn't turn off non-paying users as much, and can turn non-paying users into paying users more easily. Some ideas for increased monitization could be to have limited time/quantity items for sale, which might convince people to spend money if something cool is a limited edition skin. You could also have a resell option and take a cut off of the sale of those items.
In the end, neither of these models will work if you don't have a game that will both attract and retain a critical mass of players for an extended period of time. This comes down generally to having a great game that is continuously fun to play, and a LOT of marketing spend. At the end of the day, research other successful F2P games out there and choose the model that appeals most to you.