I hope the dev’s are actually reading threads these days, as after IceX’s thread it’s gone pretty silent.
I’ve been reading a lot about mobile games and revenue streams and for those of you that are not aware, only 1.5 percent of users actually purchase anything.What is interesting is how that % breaks down > Of those, 49 percent made a single purchase, while 13 percent made five or more. The average in-app purchase came to $5.94, with 67 percent of all spending dedicated to items in the $1-$5 range.
http://www.gamesindustry.biz/articles/2 … nue-survey
What that is blatantly telling you guys is that your general user is not getting VALUE from their investment. How many threads are there on this forum moaning about changes in roster slot prices, 10 pack token results, honestly the list is endless. I don’t know what your numbers are, but I’m assuming most people go for a median level in the shop and spend £13 or so for a Logans ( as thats the minimum to buy a couple of slots and say level up a 2* once). That’s already nearly triple the average $5.94.So guess what happens when the above scenario’s occur? They either leave or they never purchase again.
Another issue is this time period that developers seem fixated on. > Data also indicates that 60.2% of a player’s total spending occurs in the first 24 hours after downloading a game. .http://www.extremetech.com/extreme/1774 … me-revenue
This is human psychology, not long term spending behavior.You get a game for free and you rationalize spending money on it that you would have paid as a one off cost. Again, you are making a huge mistake by screwing people out of the most possible revenue you can in that first instance. You have nearly 5 million downloads, imagine that 10% of these people found an experience where they could invest time and small amounts of money on a regular basis? Say the average above but on a monthly basis. Thats $250,000 a month.
You have a strong brand name to work with and some really passionate users. The industry has this high level of churn out and you are all interpreting it as " Oh people won’t spend as they are used to getting things for free". No, what they are getting used to is getting shafted in every game out there and therefore continually looking for the next best thing till the cycle repeats.
This shouldn’t be some generic mobile game where you are trying to squeeze every last cent in the first week or so. Can you maybe try something different?
- Communicate with your fan base, especially your long term users as these will become your biggest spenders as they have invested the most time
Improve token %'s
Reduce store prices, as you are not good value currently.
Bring back guaranteed tokens
Allow people to buy single slots (cheaply) and rather incentivise bulk buying with slot pack discounts
Reduce paywall mechanics and rather focus on cosmetic changes to increase spending, hell the day you provide alliance headquarters is the day you double your profit. And don’t make it 2000 HP to make a contribution, let everyone have the capacity to buy HP and contribute.
Anways I hope that this does get read by someone with the capacity to change the direction you guys are going. As there a million shit mobile games out there and you have the chance to be the one that bucks the trend…