I'm sure you're working on it but i want you to know a few things anyway:
- the desire to pay would come from a sense of value
- the sense of value comes from the game being "good"
- the game is never "good". it keeps rubberbanding between "amazing" and "garbage"
- when the game is "garbage" the mtx makes it even worse
coming to specifics:
- the purchase experience is bad. no filter or sort mechanisms is bad in 2025
- you can't have it both ways: a. it's an fps ("you won't see the customisations anyway"), b. each armor set costs between $15 to $20, with other items around $5 to $10. i mention point a. because there are maaaany armour sets in EV that just have bad physics, flat geometry, bad colouring etc. i mention point b. because if the above issues are permissible because of point a, then you can't charge as much of a premium as you do.
- you've added 4 generic looking sets that use the same models since EoF. just as many EV sets too. 1 unique set for trials. 1 unique set for the campaign and 1 unique set for the raid. am i missing anything? clearly EV is the primary focus here.
- the reason the mtx makes it all worse is because you don't ever get to a state where users will want to support your product. your approach is to increase spend by perceived value of the SKU being sold. it's cheap and hacky.
it isn't hard to tell we are in the stage of "garbage" right now.
most businessmen and finance bros would recommend focusing on your niche and increasing the prices. they will give you a number of benefits to doing it, and will fail to explain why all of it is archaic and doesn't apply to live service games.
and listening to them will kill the game without a shadow of doubt, as it has every game that has gone through what you're going through.
you're not selling cola. you're selling a videogame
but much like cola, your reputation is everything.
and right now? nobody likes to even think about talking about you.
and that isn't because of your bugs or faltering content drops' fault. it's your anti player monetization systems.
fix how you look at your business metrics. it is missing the whole damn point, far as i can tell
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1 ReplyOn the topic of monetization, here's one thing I'll add: I often, very often, just want one or two pieces of armor from a set, that makes buying an entire set feel bad, since there will inventively be pieces of it that I won't use. It feels like a waste of money and makes me more reluctant to buy; I'm sure the system works well for whales, but it's painful for minnows. Allowing players to buy armor piecemeal rather than whole cloth, even if it's at a premium, would invite more players to spend more money. I think you're right about players spending money when the game is in a good place, but I also think players will spend more money if they think they're getting more value for their investment. Buying an entire armor set just to get the gloves doesn't feel like a good investment, a good value.