Most events feature a newly released character available in card packs at the start of the event. Like League of Legends, a certain hunk of our monetization comes from excitement about the gameplay and personality offered by that character.
Puritas wrote: Interesting note on MPQ's ios grossings Largest spikes were March 28 and Feb 15 i.e. 2 mill download sale and Valentine's day sale Then overall revenue dropped sharply for a good while after Sales are bad for growth of the game apparently =/
After the player has maxed out a character (which takes 13 cards), they can use it forever in every event we make.
Frequently the desired design of a card pack ends up impacting the design of the event itself. We will add or remove characters from an event to cater to the needs of good card pack structure.
Multipacks eliminate risk: We increase the value of the multipack by promising the player that they’ll get one or more of the most-valuable characters in that pack.
Knock3r wrote: Maybe they should have reflected on this point before they decided to eliminate guaranteed covers....
Knock3r wrote: Yea, I realize that these articles are based on last year's changes and statistics but I still can't help but wonder how removing guaranteed covers from packs would help them improve sales, since A) it would frustrate the buyer if the cover wasn't in there and it's not like it's a cheap $1 or even $5 for these packs. If a player doesn't get the featured cover in his first pack purchase, what's the odds that he/she will drop another $20-$30 to purchase another one? (I'm sure the behind-the-scenes numbers are actually shocking...) I'd be interested in a binary yes or no response from the devs to see if removing the guaranteed covers has in fact increased their sales.
Linkster79 wrote: After the player has maxed out a character (which takes 13 cards), they can use it forever in every event we make. If only this were true, I really resent being forced to play games in a certain way.
Linkster79 wrote: I may have been a bit sparing with my wording. Imagine a sports team has invested in x numbers of new players and are then told by a governing body that some of those players are now not allowed to be used for no other reason than "because we said so".
Over the past 30 days, shields have been 1.8 percent of the Hero Point economy. At the time of launch, we didn’t have A/B testing functionality, so we did some crude experiments when they were rolled out. In the first four versus tournaments, they were priced at 50/100/200 hero points (with no volume discount Hero Points are $0.01 but they discount down to $0.005 when purchased in bulk), and for the next events we doubled the price of shields to 100/200/400. We sold almost exactly half as many per participant.
Another theme that we’ve explored in previous posts is the impact tap friction can have on unit volume. Enabling players to purchase 10 times the cards at 10 times the price resulted in a massive increase in how many hero points were spent on covers. In investigating prices of boosts, we also discovered that packs of things that sold for 50 hero points ($0.25 to $0.50, depending on bulk discounts) sold nearly the same unit volume as those sold for 100 hero points with twice the efficacy.
Knock3r wrote: I personally find the new boost system unbelievably annoying. I can't imagine very practical reasons to just use +1 boost colors, so I always stack to use +3 boosts if I do use them. Having to make me purchase multiple stacks so often causes a lot of tap friction. Does anybody just use one +1 boost?
Albert Reed wrote: Our next improvement is going to be default to a full boost stack.
Knock3r wrote: Does anybody just use one +1 boost?