#Can Trading be profitable for Pixonic? My thoughts and questions.

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quartz vector
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Hello developers! I have a serious question: Why is there still no trading system in the game?I know the main reason is the fear of losing profit from event crates and the risk of a "Black Market." But I’ve designed a Premium Trading System that actually increases revenue and protects the economy.My Proposed Solution:Strict Matching: Only Tier-for-Tier and MK-for-MK trades (e.g., T4 for T4 only). No "feeding" low-level accounts.High Revenue for New Gear: Trading a "New Release" item (less than 6 months old) costs 5000 D-Cubes. This ensures that event crates remain the most profitable way to get gear, while trading is a high-cost "guaranteed" alternative.14-Day Lock: New items cannot be traded for the first 2 weeks after release. This gives Pixonic maximum profit from early spenders.Monetization for F2P: Players can earn a "Trade Ticket" by completing very hard weekly quests in Master/Champion leagues, keeping the player base active (DAU).Simple UI: A single "Trade" button in the player's profile. Simple for casual players, secure for everyone.My Questions:If trading costs a premium amount of D-Cubes (5000+) and is strictly balanced by Tier, why would it still be considered a loss for the company?Don't you think a "taxed" secondary market is better than having no secondary market at all?I’ve attached my UI concepts below. I’d love to hear your thoughts