In regards of the topic raised by @lean pebble I would like to propose a different approach, because we haven't even seen a try to fix the current monetization + gameloop system and are now talking about abolishing the current OW. This would be a devastating blow to the project, because a Leviathan team shouldn't be something the average user buys with packs! A leviathan team is forged with work, tears and a lot of time. Getting it handed in packs without forging a connection is just wrong. It also kills the dream of working your way up to that point. With that Illuvium would sell its soul without even trying to save it.
Things to keep in mind:
- Shard cost keep a baseline for Illuvial value and run costs are important to fight bots
- With a normal pack opening gear/shards/essences are worthless and receive no monetization (or don't exist anymore)
- At the moment we are checking the entire area anyway to get good stat Illuvials
- Only good stat Illuvials have additional value (beyond shard + run costs), because they are the only important factor for Leviathan
Proposal (low dev time needed)
- Fuse fuel sorts (already planned)
- fixate fuel price (already planned - don't go too high here- you already have proven to underestimate the value of playtime/$ in the past (2$ for stage3 max))
- remove the energy limit for runs
- remove fuel costs for weapons and armor (refunds in fuel for people who already bought them + refund for minted ore/plants)
- (remove fusion costs) (not sure about this one)
- allow us to access the forge while we are in a run
- show stats only after a fight, but before capture (With OW-combat I would leave a beaten Illuvial, that "has enough", behind and show its stats)
- Every plant gives integrity (ringnuts only do that or get another effect in the future) and can be fed to Illvuials at any time. So, we can shoot and fight our way through a run without any thought about monetization. XP is or at least will be a f2p mechanic anyway.