I have been a long time gamer and I see this over and over. You create a good game, people start playing, you find ways to make money off players, players pay, you want more money, you find new ways to get money off players, players pay, successful increase in revenue leads to ever spiraling cost to be competitive in game. Free players quit because they cannot compete. You see dwindling numbers of players and figure you need to get more cash from the people playing so you create more ways to get people to spend. The casual cashers quit as they cannot afford to compete. Now you see less money coming in. You wrongly assume people need more to spend on, so you find even more ways to get people to spend. Now the moderate cashers are feeling the pinch and start to drop from the game. Player base and cash base is eroding fast and you have no idea how to fix it. You cut costs buy getting rid of programers and developers, new editions to the game suck, All but the big spenders are gone and with no competition they quit too and find a better game.
In my merged server 85, 87, 91 There were over 1k active players when the server merged. No 4 months later we are down to a little over 300. All but a few of the moderate cashers are gone, casual spenders, and free players are long gone. Most of the top players here are leaving in April when Elder Scrolls online comes out. Why are they all leaving. See you business model explained above.
You want to save the game?
Bring back events like the soul chrystal and whip events that let non through moderate cashers have some success in monthly events! Get rid of the ** pay to open chests. Restore the balance in the game by limiting the power the cashers can buy ( Sylphs are rediculous : 4 thousand American dollars takes your purple sylph to orange and makes you nearly unbeatable to anyone without a legendary sylph) Increase honor won and decrease honor lost in battle grounds. Bring back the worl boss you removed. Add a third tank time, and a ssecond and third amethyst time. reduce the number of arena attempts by half and double rewards. Re-adjust some of your prices like resetting skills or opening inventory slots. Increase levels for guild skills. Create new mounts for Tower of Kings tokens, and pvp tokens. Institute an auction ability.They have it on the ******** version of the game why not the wartunes version?
You might also think about actually answering forum threads and elite players club messages.
In my merged server 85, 87, 91 There were over 1k active players when the server merged. No 4 months later we are down to a little over 300. All but a few of the moderate cashers are gone, casual spenders, and free players are long gone. Most of the top players here are leaving in April when Elder Scrolls online comes out. Why are they all leaving. See you business model explained above.
You want to save the game?
Bring back events like the soul chrystal and whip events that let non through moderate cashers have some success in monthly events! Get rid of the ** pay to open chests. Restore the balance in the game by limiting the power the cashers can buy ( Sylphs are rediculous : 4 thousand American dollars takes your purple sylph to orange and makes you nearly unbeatable to anyone without a legendary sylph) Increase honor won and decrease honor lost in battle grounds. Bring back the worl boss you removed. Add a third tank time, and a ssecond and third amethyst time. reduce the number of arena attempts by half and double rewards. Re-adjust some of your prices like resetting skills or opening inventory slots. Increase levels for guild skills. Create new mounts for Tower of Kings tokens, and pvp tokens. Institute an auction ability.They have it on the ******** version of the game why not the wartunes version?
You might also think about actually answering forum threads and elite players club messages.
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