#Changing OW monetization

1 messages · Page 1 of 1 (latest)

devout schooner
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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.
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Effect:
Since ore, plants and encounters are now free the gameloop corrects itself. We now will have a lot of raw shards, but Illuvial value still is maintained through curing costs. At the moment we are already checking every encounter anyway. The difference is, instead of clearing the entire area first to be sure that we don't use up our run-energy on mediocre Illuvials, we can just start shooting the first Illuvial, enter the encounter, beat it and eventually go for catch. Meanwhile we use the already existing ranger-progression-system to get better drone upgrades and ranger-gear. And that's it we have a good gameloop as we had in beta, we use the already existing progression system for the ranger as motivation by demonetizing it, people will have fun grinding towards a goal with L-gauntlet and the exist ranger-progress, because they don't have to think about every move they make. Just jump in and start shooting/playing. Add a Illuvidex and this is already good enough.
The only real difference is that people will have way more raw shards and could start catching everything wildly, but since shard costs are fixated and therefore dictate the cost, we still have a baseline in regards of Illuvial value. Also, a pack opening would potentially hand out Illuvials randomly like that as well. So, with this people would have more "trash stat Illuvials", which are not important valuable anyway, but the Illuvials could be used to "gamble" at the fusion mechanism. This indeed could bring down the value of good stat Illuvials over time. We have two options here:

  • We say more fusions are good, because the entry barrier for Leviathan shouldn't be too high (tbh, I think this is the way, because it still needs work and runs)
  • We keep monetizing the fusion mechanism
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You just over-engineered OW. That wasn't important during beta, because money wasn't a factor, but now it is. People can't jump in anymore and start shooting, instead they have to think about every action. This is the biggest difference. I don't get why we aren't even trying that, if we already know that the monetization feels off. Especially, because this is basically the monetization reduced to the monetization of a normal pack opening (Only Illuvials are monetized). Why are we monetizing gear and all that stuff? That should be normal progression.

Ofc. it is important to have L-gauntlet in shape, but that also counts for packs.

light crescent
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I would add a second option for change here, reduce the number of instances/encounters in each run. As said, I already go for highest value first, and work my way through every encounter until either I'm out of energy (yeah very rare) or there are no more encounters I for me to fight through. Currently I spend 10 minutes working out which way I'm going to run and where I"m putting my portals down to maximise my time, because at a minimum it's going to take 2 hours, and often it is 4+.

I would be happier keeping the ratio of illuvial levels (that's a different debate) and just reducing the number of encounters so I can get through a full run quicker.

I want to go through and find the illuvials. Opening packs is no funf or me, I don't want it, and if others can do so and get the illuvials without having to earn them then there will be a flood of them onto the market, diluting what I am able to receive by grinding away. Money is not my main focus here, a fun game is, but as it costs to play each run I want to make sure I get back to close to net zero as much as possible.

torn reef
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Our game that drives demand is only arena for now and that demographic only wants to play arena

Paying some illuvials to have a chance to compete (investment) is acceptable but having to play another game and work hundreds of hours to catch them and level them up is not imo

That would make 98% of potential player turn around

devout schooner
jagged smelt
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the game is perfect there is no need to change at all demand can be purchased in marketplace. perfect stats illuvials are over supply no demand at all.
only one is the problem the leveling illuvials i think the way is to make feature like feeding your illuvials w. materials or something to lvlup quickly ..

meager canopy
torn reef
# meager canopy Shouldn't marketplace be the place people buy to play arena? They can filter (ho...

People should be able to both buy off the market and open crates/disks

Right now we demand arena players to pass hundreds of hours in a game they dont even want to play to get the illuvials and lvl them up

OW itself is also restrained from becoming a game by itself as its built on a pack opening model

If we have crates/disk to get illuvials i believe we will create infinite more revenue, be able to onboard people and enable ow to become a game of its own

meager canopy
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A pack opener would be a nice dopamine rush, and a practical system and i must admit i also thought about it.
But lore wise, i still preffer the illuvials being caught in their natural habitat in a monster hunter/catcher way