Week 33. BW , Hela, Knull, Heimdall
Comments
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I really don't know why they still do that. It started off as customer service for huge whales, who were, y'know, *actually customers*.
Why they'd continue to provide cover-swapping services for players who spend nothing at all remains a mystery.0 -
entrailbucket said:Knull gets helped out quite a bit by the boost, because when boosted, his stuff actually does acceptable damage. Super slow characters like him can be viable, they just have to hit commensurate to that speed. On defense he's still just a big ol bag of health that does nothing, though.
Hela is sort of the same way. I used both of them together, and they're both unusably slow without the boost. When boosted, they're still ridiculously slow but they do enough damage that they're usable.0 -
entrailbucket said:I really don't know why they still do that. It started off as customer service for huge whales, who were, y'know, *actually customers*.
Why they'd continue to provide cover-swapping services for players who spend nothing at all remains a mystery.
Also people playing the game with that level of commitment are valuable since they track everything we do and sell the information for marketing purposes.1 -
I think there are different tiers of whales. There's one whale who is able to max champ or close to max champ a newly released 5* before they hit LT store, or when they were available only in their HP store. He's pretty well known among the top players, and those don't know him probably think that he hacked the game.
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Of course there are different tiers of whales.
You have beluga whales and blue whales.
A beluga ain’t much bigger than a dolphin and a blue is the the biggest animal on the planet.
:P3 -
Sekilicious said:entrailbucket said:I really don't know why they still do that. It started off as customer service for huge whales, who were, y'know, *actually customers*.
Why they'd continue to provide cover-swapping services for players who spend nothing at all remains a mystery.
Also people playing the game with that level of commitment are valuable since they track everything we do and sell the information for marketing purposes.
It is not at all understandable that they'd provide the same level of white-glove customer service to someone who spends $600 over the course of 6 months, or to someone who spends $0.
They don't make money from selling our information for marketing purposes. They make money from people spending money on MPQ. Games with incredible, vibrant communities shut down all the time because of a reduction in revenue.0 -
Whales need krill to stay alive and get so big. Fremium games need armies of f2p players to give whales people to impress or lord over. It's pretty well documented. Would it be nice/desirable if everyone spent a little? Sure. But if you lock the game behind a paywall of any size, i think you'll see the player population drop by a staggering, perhaps even a terminal degree.3
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ThaRoadWarrior said:Whales need krill to stay alive and get so big. Fremium games need armies of f2p players to give whales people to impress or lord over. It's pretty well documented. Would it be nice/desirable if everyone spent a little? Sure. But if you lock the game behind a paywall of any size, i think you'll see the player population drop by a staggering, perhaps even a terminal degree.0
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entrailbucket said:ThaRoadWarrior said:Whales need krill to stay alive and get so big. Fremium games need armies of f2p players to give whales people to impress or lord over. It's pretty well documented. Would it be nice/desirable if everyone spent a little? Sure. But if you lock the game behind a paywall of any size, i think you'll see the player population drop by a staggering, perhaps even a terminal degree.
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In the current state of worldwide crisis I think the game or devs will welcome any amount of money players can support without looking at how high actually it is.
If all players would whale so much I think devs would shut down and go buy a caribbean island.
Top whales sure can impact revenues but sooner or later they will lose interest, or at least they don't whale all characters( I don't imagine that magneto or ultron were).
If there are 50k active players, and 20k are buying vip/bundles, imo that's a better and safe revenue source.0 -
Because I imagine it gets tricky if they say “you must spend X amount in order to get cover swaps”. You say 600 dollars isn’t enough, so what’s the price point where one is worthy of such service? Where is the cutoff? You see my point?To max the current 3 latest legends to 550 takes an exorbitant amount of money or literal years of your life dedicated to their mobile app (not opening tokens… just grinding away). It’s not like any Joe Schmo F2P player can do this. They need the resources to get there one way or another. I think it is a more than reasonable request, and I say this as someone who is not and will never be in that tier of play (so I really don’t have a horse in the race).5
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When you're running a business, the value of "an exorbitant amount of money" is significantly higher than the value of "years of your life dedicated to a mobile app." One shows up on your balance sheet and the other does not.
This game isn't fair -- it's not the Olympics. You can spend money to directly buy success. It's important to maintain some illusion of fairness, I suppose, but that's all it is.
Maybe you guys just aren't aware of the sort of money the top players were spending? I've watched players in my alliance drop $1000 or more in a few minutes without thinking twice about it. $600 over a few months doesn't even register on that scale. I don't claim to understand what allows or motivates someone to do that, but they do (or rather, they did).
So why shouldn't people who spend to that level get better customer service? If you ran a business, wouldn't you take better care of your best customers?0 -
entrailbucket said:When you're running a business, the value of "an exorbitant amount of money" is significantly higher than the value of "years of your life dedicated to a mobile app." One shows up on your balance sheet and the other does not.
This game isn't fair -- it's not the Olympics. You can spend money to directly buy success. It's important to maintain some illusion of fairness, I suppose, but that's all it is.
Maybe you guys just aren't aware of the sort of money the top players were spending? I've watched players in my alliance drop $1000 or more in a few minutes without thinking twice about it. $600 over a few months doesn't even register on that scale. I don't claim to understand what allows or motivates someone to do that, but they do (or rather, they did).
So why shouldn't people who spend to that level get better customer service? If you ran a business, wouldn't you take better care of your best customers?
Besides, to the point you make here, not considering someone who comes in every day one of your 'best customers' is a good way to lose that customer.1 -
No one is spending thousands of dollars in a sitting anymore, because they figured out that they don't have to. Getting cover swaps is a huge part of that.
The most competitive players will find a way to win, whether that's massive spending or hoarding or whatever else. Initially the devs offered cover swapping to whales as a customer service. Once the top players found that they could get this service without spending, the competitive players just stopped spending.
I have no problem losing to someone who drops $10,000 on this game. I *should* lose to that person. Their spending is keeping the game afloat. They deserve to win because they're paying for it, and the game is not fair.
But when players who spend a few bucks here and there, or nothing at all, become dominant, that's a problem. F2p players love to talk about the community and the health of the game, and those things do have some value. But in games like this, revenue is the single most important metric. When f2p players drive spenders out, revenues take a hit, and revenues are the only reason this game still exists.0 -
As someone who has been in the business of performing development work as a service, there is a very real danger when you have a product that favors big spenders who want you to create features specifically for them and how they use your application. You don't want to tell them to pound sand necessarily, but if you go ahead and allow your product to be molded around them and what they need, it pushes out a big chunk of your wider userbase. So I can definitely understand not catering exclusively to your big spenders. but someone who is donating years of their life to your game is still attracting others to the application, helping younger rosters in their alliance bootstrap up into getting hooked on the game loop, there is a huge, though hard to quantify, value to having players like that in your game's ecosystem to encourage spending in others even tacitly. It may seem counterproductive to treat non-spenders well, but I don't know that it is actually.6
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entrailbucket said:When you're running a business, the value of "an exorbitant amount of money" is significantly higher than the value of "years of your life dedicated to a mobile app." One shows up on your balance sheet and the other does not.
This game isn't fair -- it's not the Olympics. You can spend money to directly buy success. It's important to maintain some illusion of fairness, I suppose, but that's all it is.
Maybe you guys just aren't aware of the sort of money the top players were spending? I've watched players in my alliance drop $1000 or more in a few minutes without thinking twice about it. $600 over a few months doesn't even register on that scale. I don't claim to understand what allows or motivates someone to do that, but they do (or rather, they did).
So why shouldn't people who spend to that level get better customer service? If you ran a business, wouldn't you take better care of your best customers?0 -
Daredevil217 said:entrailbucket said:When you're running a business, the value of "an exorbitant amount of money" is significantly higher than the value of "years of your life dedicated to a mobile app." One shows up on your balance sheet and the other does not.
This game isn't fair -- it's not the Olympics. You can spend money to directly buy success. It's important to maintain some illusion of fairness, I suppose, but that's all it is.
Maybe you guys just aren't aware of the sort of money the top players were spending? I've watched players in my alliance drop $1000 or more in a few minutes without thinking twice about it. $600 over a few months doesn't even register on that scale. I don't claim to understand what allows or motivates someone to do that, but they do (or rather, they did).
So why shouldn't people who spend to that level get better customer service? If you ran a business, wouldn't you take better care of your best customers?0 -
First point, no one is forced to spend that amount of money, so (second) no one deserves a special treatment, or it should be like that.
If devs stablished that over 550 levels there is a cover swap, they cannot call it off without people getting angry, because how do you prove that you payed a big amount for that? By bank tickets or Google tickets or anything like that.
It's easier to just look at a maxed character and just swap covers, because the player owning it, surely knows how to play and has paid his good share, be it a high or a middle amount. Hardly anyone gets that tier without paying anything for so much he can say it's like this.0 -
ThaRoadWarrior said:As someone who has been in the business of performing development work as a service, there is a very real danger when you have a product that favors big spenders who want you to create features specifically for them and how they use your application. You don't want to tell them to pound sand necessarily, but if you go ahead and allow your product to be molded around them and what they need, it pushes out a big chunk of your wider userbase. So I can definitely understand not catering exclusively to your big spenders. but someone who is donating years of their life to your game is still attracting others to the application, helping younger rosters in their alliance bootstrap up into getting hooked on the game loop, there is a huge, though hard to quantify, value to having players like that in your game's ecosystem to encourage spending in others even tacitly. It may seem counterproductive to treat non-spenders well, but I don't know that it is actually.0
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Bad said:First point, no one is forced to spend that amount of money, so (second) no one deserves a special treatment, or it should be like that.
If devs stablished that over 550 levels there is a cover swap, they cannot call it off without people getting angry, because how do you prove that you payed a big amount for that? By bank tickets or Google tickets or anything like that.
It's easier to just look at a maxed character and just swap covers, because the player owning it, surely knows how to play and has paid his good share, be it a high or a middle amount. Hardly anyone gets that tier without paying anything for so much he can say it's like this.0
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