nwman wrote: It's called a job, hey even at the crazy ISO prices it must beat farming 20 ISO. If you could turn off animations it might be viable. Lol 5 hours grinding prologue vs working. How much ISO do you come out w, vs cash at work.
Malcrof wrote: Make us all happy, and make them money.. all in 1 step.. introduce a subscription model. Premium users will have access to exclusive content, including an nice iso farm and other goodies. Everyone wins. I am more than willing to pay a monthly subscription fee if i like a game and it is worth it.
Azoic wrote: I would gladly drop $5 a week to level one boosted. They might make money from whales, but anyone with a business background could tell you getting those nonspenders to open their wallets is huge. I consider this game like it has a sub, so spend anyways, but if they make the transactions more reasonable, they will net more money.
optimus2861 wrote: Azoic wrote: I would gladly drop $5 a week to level one boosted. They might make money from whales, but anyone with a business background could tell you getting those nonspenders to open their wallets is huge. I consider this game like it has a sub, so spend anyways, but if they make the transactions more reasonable, they will net more money. The fact that virtually all of these competitive CCG-style games cater to whales' spending habits rather than those of 'mere mortals' tells us that you're sadly mistaken. The amount of money that whales will pump into games like this utterly dwarfs anything that the rest of the playerbase will contribute, no matter how much you entice said playerbase. I doubt MPQ's spending breakdown is all that different.
TxMoose wrote: have a feeling this is true - no expert here, so I'd love (LOVE) to see some data on percentile/total spend info. my guess is that it would be very eye opening and explain some (not all) of why they spend their dev $ where they do. as long as the rest of the game remains relatively healthy, business is business.