HoundofShadow said: Let's put your spending cap to the real world test. Based on industry performance, about 2 to 5% of f2p mobile players pay for the game. For Candy Crush, the last known % of players paying for the game is 2.3%. MPQ currently has about 100,000 active players based. Someone else might have more accurate data. That put it at 2000 to 5000 players who spend. 5000 * $3 per month is 15,000. Google and Apple draws a 30% commission. The dev and publisher are left with 10,500 of revenues. The dev team has about 15-20 staff. Each staff draws 3000 salary on average. That's 45000 and we are talking about staff salary only. Going by your $3 model, the dev and publisher would be making a loss of at least 30,000 every month. I don't think it's reasonable to expect them to finance the game from their own savings.Studies have also shown that players stop playing when resources are easy to get. Also, players won't buy things if it doesn't satisfy a need.The model of F2P have always been based around time or money. Everyone has 24 hours in a day. If players choose to dedicate more time to their real life activities, logically they won't be able to catch up with players who dedicate more time on the game. Everyone has pressure as well, including the dev and the publisher. I don't think people will understand this until they start their own businesses and hire over 15 staffs, experience the challenges of dealing with competitions, ensuring profitability and dealing with rising costs. Next, if two people tells me that they want to beat the Olympic record for 100m run and tell me this is what they are going to do:Person A tells me he's going to do a slow jog every day for 1 hour and spend a few dollars on nuts to build up his stamina and health.Person B says he's going to train under professional runners or study and adopt what Olympic 100m record setters have been doing, practise hard, spend more time on exercises that will help him improve his game, and eat right.Who do you think will be more like to achieve their goal?
HoundofShadow said: Are shield hopping common back then?I played in late 2017 and have probably shield-hopped at most twice or thrice (3 hours + 8 hours) in my entire PvP matches.
krakenoon said: I think my biggest gripe is that at the beginning of my MPQ career, it was fairly obvious that once I broke into the 4* tier I would be able to spend HP on deals here and there. Now, it seems all HP will be reserved for roster slots (especially since I don’t see them changing the price increase at 300 slots.) Also, I have been forced out of win based rewards by MMR, so unless I can clear my calendar for the duration of an event I won’t be seeing those HPs in PvP events (I was only able to reach 1900 points in this season’s shield sim). I will agree that I will likely have spent less time and money breaking into the 4* tier than someone in say 2017-2018, but again, I’m working with truncated rewards.Younger rosters would be those of us who were not in the 4* tier as of the rewards overhaul. Challenge would be playing in the highest SCL your roster can handle or pushing past what you think that is. The lost rewards are placement in those SCLs and anything having to do with PvP. I guess I’m asking to compete reasonably as opposed to being chaff and fodder for significantly more developed rosters.As far as 5*s are concerned, I’m all but certain it will take significantly more than a few months to be able to roster all of them when I get there. The disparity between breadth and width of rosters in tier seems like a greater hurdle than ever as well. I can’t argue that there are elements of morality and ethics inherent in my points, but there is also the idea of sustainability. While a 6 year old mobile match 3 game is a testament unto itself, a big part of that was how players were treated (like the ability to get covers swapped). Now you have long time vets quitting altogether, people posting bad reviews & what feels like an overall downturn in interest from the player base. Add to that the almost absent dev response and it’s no surprise that slices are getting less populated.
Rod5 said: HoundofShadow said: Are shield hopping common back then?I played in late 2017 and have probably shield-hopped at most twice or thrice (3 hours + 8 hours) in my entire PvP matches. It’s been going almost as long as PvP has...when I started playing it properly more than 4 years ago there was an already well-established Line community.
HoundofShadow said: Are shield hopping common back then?I played in late 2017 and have probably shield-hopped at most twice or thrice (3 hours + 8 hours) in my entire PvP matches.As far as roster slots is concerned, I'm up to over 230 slots with placeholders.Why should casual players be able to catch up easily with players who spent a lot or play competitively? It just doesn't make sense.