Why people are not buying enough - explanation
Hello Respawn,
Today I've read the so called discussion which is going on on the Internet regarding calling the players freeloaders and some other insults fired from both sides. As a gamer for years and also a person which was insanely interested in the whole virtual items thing since the times of CS:GO I will tell you what I think.
You are complaining that people are not buying enough, but have you considered that the players aren't getting anything in return. What I mean is that players are buying/earning skins which are completely stuck in their inventory and there is no opportunity to get rid of them. CS:GO had such insanely enormous success with the skins, because there was a trading opportunity in Steam. They've earned millions from the transactions cut - literally.
If you want cash flow and people buying large amounts of skins then you need to implement trading between players and have a cut of the transactions and transform the store to have only robot packs. Your developers were speaking of how much data there is about how free-to-play games generate money and blah blah blah, but apparently they need to understand how economy works and what makes something rare, wanted and expensive.
I know, I know, this idea may sound radical to implement to some people, but it has been proven in the past that it is working just fine. Also this is just a practical real-world explanation why the percentage of people buying is so low. If you want someone to buy something, this "thing" has to have a real-world value, no matter whether it is virtual item or not. And again this is just an explanation and my opinion - I'm not binding anyone with it in ANY way.