Toxicadam wrote: ISO is almost a pure representation of time played. Rewards are small and the number of opportunities you have to get bigger chunks of it is limited. So, it is probably priced accordingly if you think of it that way. This game only really exists when you have lots of people playing.The more, the better. So, if you devalue ISO (with real money) you also greatly disincintivize the need for people to play.
Toxicadam wrote: I don't think you have to worry about cash for now. Some user noted that this app has never left the top 100 (in revenue) since it's launch. The average price you need to get (daily) to break the top 50 is somewhere around 12k a day (see link).http://techcrunch.com/2013/06/27/how-do ... y-revenue/ So, if you're hovering around a top 50 app, that represents about 80-90k a week.
Phantron wrote: Health packs aren't selling well because the game isn't balanced. You don't need health packs if you simply rolled over the other team with all your guys always at 100% health.
pasa_ wrote: Phantron wrote: Health packs aren't selling well because the game isn't balanced. You don't need health packs if you simply rolled over the other team with all your guys always at 100% health. Now on this I'm quite sure that as soon as the game would seriously "force" health pack purchases to get anywhere interesting, players would immediately start mass emigration until quite only the purchasers remain to look at each other like in a fish tank. I'm sure the known healing missions in prologue are kept there NOT by an overlook. when a game seriously hiders their style and pace of play, they lose fun pretty fast. Adding shields that fixed/improved a serious "when to play" issue tells me that devs are aware of the important forces.