I want to add that I think there is some perception that cosmetics as an intrinsic reward are all that the game needs to be fun, but the core of a successful free to play model is that the game is so fun that you keep playing every day because you keep having fun, and then when the game becomes such a regular part of your life it makes sense to spend the money on cosmetics
Skate. is utterly missing the mark by having the mentality that players will keep doing the same repetitive unfun grind and bland dailies in order to get to the "real reward" which is the lootboxes. My prediction is that the massive jump in players for season 1 was due to finally having some new content to enjoy the novelty of and as soon as players realize there's no new missions every few days that retention drops like a bag of bricks. If this is what you see in the analytics, I hope to god the entire dev team especially management and the publisher understands why. People need new things to do and the percentage of any game's player base that can "create their own fun" is EXTREMELY low. There needs to be enough variety that by the time the player is replaying a mission they haven't seen it for long enough that they don't mind doing it again.
As a fellow game dev my guess is that the workflow for creating new missions is too cumbersome to put out a bunch of new ones, and improving that workflow needs to be top priority after fixing the current game breaking bugs that launched with season 1. The term "drip feed" is not even drastic enough to be a proper descriptor of how slowly missions are being released, and if this continues to be the trend then player retention is going to be terrible.