8 years ago
Gear crunch: danger for this game
Please, do not move or merge this thread. We need to make it visible to the community.
I already wrote several times about this issue and it was once moved and nobody continued the discussion.
I read that Devs read all the post over the forums. Then I think they should also read Reddit because 50% of the threads subjects are about how the gear situation became out of hand.
This is clearly insulting that nothing changed since the start of the year when we stated that the grind was already impossible to support for most players.
If you want a solution, just speak with the players about your expectations and what are ours. For example, I expect that the total amount of time/energy/crystal cost should remain the identical to max a toon with every gear increase. When level cap was at G8, i guess we needed 2 weeks to max a toon. At a G10, characters needed around 3 weeks. As for the crystal costs, it should have remained around 1500 crystals (10$) to insta level your toons from G1 To max gear (like it was for G8). Now for an FTP you need at around 6 weeks (for the Zeta, and the 450 carbantis, 150 cuffs and 150 guns and The crystal cost is around 7k crystals, without even counting raid gear).
Hence the price of gear pieces should be adapted at each level increase. You will not lose income, as everyone who want to accelerate their improvement will usually buy the new gear priced at the same cost as the previous highest level, while making it easier for FTP/small spender to catch up because previous level are cheaper.
In the end, many dolphins can control their buying impulse and they only have a limited budget for this game, and you won't be able to increase your revenue on this group of players with the actual pricing strategy. Make this game great for those are willing to support the game.
Otherwise you are slowly killing it: it is impossible for a new players to have fun, as most content is intended for end-game players. TB made this even worse as progress is linear, only time (or a lot of monetary resources) is a deciding factor for success.
I already wrote several times about this issue and it was once moved and nobody continued the discussion.
I read that Devs read all the post over the forums. Then I think they should also read Reddit because 50% of the threads subjects are about how the gear situation became out of hand.
This is clearly insulting that nothing changed since the start of the year when we stated that the grind was already impossible to support for most players.
If you want a solution, just speak with the players about your expectations and what are ours. For example, I expect that the total amount of time/energy/crystal cost should remain the identical to max a toon with every gear increase. When level cap was at G8, i guess we needed 2 weeks to max a toon. At a G10, characters needed around 3 weeks. As for the crystal costs, it should have remained around 1500 crystals (10$) to insta level your toons from G1 To max gear (like it was for G8). Now for an FTP you need at around 6 weeks (for the Zeta, and the 450 carbantis, 150 cuffs and 150 guns and The crystal cost is around 7k crystals, without even counting raid gear).
Hence the price of gear pieces should be adapted at each level increase. You will not lose income, as everyone who want to accelerate their improvement will usually buy the new gear priced at the same cost as the previous highest level, while making it easier for FTP/small spender to catch up because previous level are cheaper.
In the end, many dolphins can control their buying impulse and they only have a limited budget for this game, and you won't be able to increase your revenue on this group of players with the actual pricing strategy. Make this game great for those are willing to support the game.
Otherwise you are slowly killing it: it is impossible for a new players to have fun, as most content is intended for end-game players. TB made this even worse as progress is linear, only time (or a lot of monetary resources) is a deciding factor for success.