At lower levels , the packs pricing makes sense. But at th15...the opportunity cost no longer makes sense for moderate spenders. I was spending 10 to 50 usd per week. During the last night growth, I spent 200 usd. Now that upgrades are expensive and build time long, even the 100 usd packs are useless. The end result, I am no longer spending cash. Personally, the pack structure needs to be optimized. The packs need to be scaled to might or th level. However, to capture ludicrous spenders, delay scaling for a few weeks to allow those willing to spend crazy too purchase excessive weaker packs to get a head start. This would allow you to capture the high spenders as well as moderate to low. Furthermore, this will allow for more server parity and buffer against burn out/player loss... Most importantly, I believe this will create a more robust revenue structure. Recommend trying on a small scale to gauge impact. My two cents. ZP Ibnbatuta Realm 27
And what of those players who already spent thousands of dollars to reach where they are now? You'd pass them at a fraction of the cost? They'd be pretty upset. (believe me, I'm not one of them, lol) Plus...I think that ATA doesn't want players to reach end game so fast and so easily. Why do you think everything is so gosh darned expensive? Haha
I don't think we should be gearing for pay to play. I think the advantages of paying are already significant. So to say that the packs aren't making a impact is misleading. They make a significant difference, just look at a average F2P that's been playing for months, and then compare it to a P2W player playing for half the time, the P2W cleans the floor with the weak defenceless F2P. These games always have a money aspect, its the same as RL, but if you make it even more of a difference it would be pointless playing as a F2P or even a moderate spender. And as a result we would lose even more players, we need more incentives to keep the average joe in my opinion.
This is a post has very good points. Devs need to balance the pricing/game structure to optimize revenue. They typically consult with behavior experts & psychologists to help get it right. After playing for a while now, and reading a lot about the game, I agree there is definitely room for improvement for the revenue stream. When you start out fresh on a recently new server, and you see a couple people with billions of might, it for sure is driving away lots of players and potential income. Many of us are used to these kind of games, and can quickly tell if the game is fair enough to merit spending or not. The consultants are experts in this and can best help optimize the pricing/rewards/time bonuses/etc. IMO the optimal revenue stream places the whales just out of reach of high spenders (but not enough to zero them), high spenders just out of reach of med spenders, med spenders just above low spenders, and those just above F2P. And then have game mechanics semi-segregating those revenue streams, so they aren’t overly intimidated and end up not spending.