Casual PVE?

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  • Unknown
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    In a game with no advertising rubbish clogging up the screen then I'm always willing to pay a bit to keep things going (probably the equiv of $100 so far) and PvE content with half decent rewards would fall into that category.
  • Unknown
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    locked wrote:
    You are very wrong if you think that people don't like to collect pixel trophies.


    Yes, but you're not collecting something if it gets taken away a few days later.
  • Unknown
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    Do you mean sort of like the way Blizzard is doing the Naxx release for Hearthstone?

    Basically, the first part of it is completely free, and then you can purchase the additional "wings" of the event for either real money or in game currency. It seems to be working out alright for them, I think. They even have completion rewards of cards, challenges within the "events" and all that.
  • esoxnepa
    esoxnepa Posts: 291
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    Well the current PVE gave away two 3* covers from progressions for free. ... After all if you can convince 5000 people to spend 250 HP to join an event then they just raked in the same amount of value as selling 1000 covers.*

    *numbers chosen for easy math

    It also give them a more predictable and stable income stream. So even if they let a buy-in be 1250 hp, or about $10 for a week-month long event, they will start to see revenue from people never willing to buy an individual cover. They can even offer multiple good covers, because they can claim it is not pay to win you earn them.

    By not rewarding any HP during the event, it gives them a known minimal return on investment.

    It seems to me that their income stream is a bit volatile right now from their comments on some events not generating any money. An event with great value for the players, while guaranteeing that players are net negative HP for the event, will give them revenue.

    Does it get them to the $1 a day figure they want per user? It may, by offering all the F2P players a real entertainment value and return on investment. If they can bring even half of their $0.00 per day up to say $0.25 a day, it will add up to a lot of money.
  • Unknown
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    the $1 a day per user is a goal, albeit a high and slightly unrealistic one. That is an average of $30 a month per player which is higher than an A+ subscription MMO. And in a ftp model that means many are spending nothing and few are spending much more than that which as you said can lead to volatility. This would be an idea to convince a large portion of the playerbase to spend a little to get more* out of the game they are going to play anyways. If we measure every idea up against 'will it reach $1 arpdu then nearly every idea will fail. Hopefully they can start looking at ideas and say 'this new thing will generate revenue = good idea', instead of 'this didn't make as much revenue as this other thing therefore bad idea, run that first thing again'

    *content and rewards, win win