- Joined
- May 29, 2020
- Messages
- 100
This is a very off-the-wall idea regarding kit pricing that I just cooked up on a random whim, perhaps it's good perhaps it's not. We'll see I guess
In the past this kit prices has been discussed, and while there were good ideas, the general consensus seemed to be that kits simply needed to be lowered... but now I feel like the kit purchasing system overall needs a slight rework.
If we're trying to make the efforts to keep player retention, I'm now of the opinion that the current system of buying kits feels very counterproductive to that goal, at least with the current state of the server (how everytime there are gamer hours there are less and less people having access to the kits they once had compared in the past when the server was much more active). The feature of kit expiration works well on paper, but in actual practice I can see this feature thriving at its best in a place where there is already a constant flow of player activity (which Athios currently is not). That is not to say it simply only works in such environments, but it'll certainly be a greater challenge in more smaller communities like ours.
The reasons behind it seem pretty predictable:
Below is my own collection of ideas on how this credit system could be improved. All these points together make up the my collective suggestion:
In the past this kit prices has been discussed, and while there were good ideas, the general consensus seemed to be that kits simply needed to be lowered... but now I feel like the kit purchasing system overall needs a slight rework.
If we're trying to make the efforts to keep player retention, I'm now of the opinion that the current system of buying kits feels very counterproductive to that goal, at least with the current state of the server (how everytime there are gamer hours there are less and less people having access to the kits they once had compared in the past when the server was much more active). The feature of kit expiration works well on paper, but in actual practice I can see this feature thriving at its best in a place where there is already a constant flow of player activity (which Athios currently is not). That is not to say it simply only works in such environments, but it'll certainly be a greater challenge in more smaller communities like ours.
The reasons behind it seem pretty predictable:
- New player comes onto the server
- They try out a few games with the limited free kits they have
- Realize how many games they'd have to play to obtain a purchasable kit. Likely to quit as a "passerby player"
- If they stick around, they'll most definitely notice the lack of player activity, which in turn gives them more reason to quit
- If they gather enough credits to buy said kit, they'll soon notice it'll have an expiration date. Combined with all the factors explained above, it's extremely likely they'd quit.
Below is my own collection of ideas on how this credit system could be improved. All these points together make up the my collective suggestion:
- Make kits expire on a game-by-game basis instead of a flat timer. I.e: Instead of expiring in a month, have it expire "after x games." This should be lenient towards players in times like these when the server is very inactive. Instead of the players' accounts "rotting away," I see this more like the accounts being "frozen in time," so that when they come back, they'll still be able to play the kits they love just like in the past. Thus keeping some player retention.
- Building off the previous point, I suggest that all kits should have 1 consistent kit price range that is also of a low value (somewhere between 25 ~ 75 credits give or take). We've had this discussion in the past from @Krojous about all kits having the same exact price, and I think under the right circumstances it can prove to be very fruitful. Combined with the previous feature I suggest, about kits expiring after x games, we could instead manipulate the value of both the price and the timer so that the composition of kits could still be controlled.
- Example: Assuming 50 Credits is in the middle in terms of pricing, we could say a more common kit like Frost should last about, say, 15 games and costs 25 credits. While a more expensive kit like Ghost should only last like 5 games and costs 50 credits. Although these are popcorn numbers and are subject to change, what should be taken away from these values is that it is very unsustainable to simply only play the more expensive Ghost kit after its purchase, compared to a cheaper kit like Frost. This enforces players to inevitably cycle through different kits, which I think should be a great benefit for both the general server and the individual to give them more opportunities to try different kits (since every kit will generally have the same low prices now).
- Players should be able to spend credits to extend their kit ownership. This is just a general QoL feature that should make its way with the above suggestion. After all, it would get quite annoying to keep rebuying kits that have a lot less uses. The price and timer extension should be exactly the same as the kit's initial price & timer (example using the popcorn values of Ghost: every extension costs 50 credits each and adds +5 games). Players should be unable to purchase kit extensions if their current kit timer exceeds a certain high value (maybe like 50 games?)
- Make the fact that kits expire immediately accessible, for all players to see. I think it's best to lay everything on the table so that the player can decide for themselves whether they'd be willing to sink their time into the server. Currently there is no way to know that "kits expire" unless the player purchases a kit for the first time. To deal with that potential disappointment/discontent expressed by such players, we could include in the kits description something like "Lasts x games after purchase" right below the kit price. Of course when you purchase that kit, it should also display the amount of uses left on it similar to the current expiration timer.
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