I’ll try to keep this brief as it isn’t the first time I’ve brought it up. The game lacks money and of course players while being in an advanced stage of development. The trick is not only to increase revenue while attracting more players but also doing so with little effort due to the minimal support given to the game at present.
Improved Monetization of Heroes
Heroes = gameplay. They are the most valuable and attractive objects the game has to offer. Fortunately there are now many of them in a developmentally mature environment. It is exceedingly easy - i.e. maintenance mode is no excuse - to extensively broaden access to them at affordable prices.
- Choose Your Own Bundle
- fixed discount percentage (e.g. 75%)
- hero content number is a range (e.g. 20-35)
- buy button is a choose button
- following screen same as now, rectangular fields containing heroes
- initial field number corresponds to the minimum hero number of the bundle
- clicking a field utilizes the existing quickmatch hero selection screen
- at the end of the bundle there is a Select Another Hero field until the maximum number is reached
- once the minimum number of heroes have been selected the purchasing option is enabled
I think that allowing players to choose the heroes as well as the number of heroes greatly increases the appeal of bundles. A 20-35 heroes with a 75% discount bundle and a 5-15 heroes with a 60% discount bundle would give extensive access to players as well as accommodate returning players.
- Coin Purses
- Contain Gold, Silver, and Shards. Provide temporary access to the heroes of your choice through Silver as well as permanent ownership of heroes and cosmetics through Gold and Shards.
- Silver is a new currency used for unlocking any hero for 30 days. It’s as simple as another coin drawing with an amount. Every hero costs 1,000 silver and silver expires seven days after being obtained. As far as I can tell there are three screens where the Hero currencies appear. So just put another field with Silver there. Put a 1,000 Silver field in the top right corner of where Heroes are listed with their models. On their individual pages you obviously just put Silver next to Gold, plenty of space. On the hero selection screen in Quick Match put Silver above the shopping cart icon. Just like with Gems if you don’t have enough Silver you’re redirected to the acquisition page.
- Offered on a separate page like Boosts with a similar icon at the top right of the screen and/or through clicking on Silver at the top bar. Obviously the page would be under Collection.
- Optionally would be opened in Loot and there would be redirection under Loot.
- Purchasable directly, not with gems.
Common Coin Purse - $1.99
Rare Coin Purse - $4.99
Epic Coin Purse - $9.99
Legendary Coin Purse - $14.99
The point of this idea is to provide controlled, reliable access to heroes at affordable rates while not doing so as a mere subscription. The Coin Purses yield ownership and act as a bridge for time/activity-based gold accumulation. The math doesn’t work out to replacing Gems with more expensive items.
Comment on Battlepass
People have a tendency to replace problem-solving with copying. It’s much easier to copy an idea from other games than it is to develop a targeted idea. Battle passes in other games tend to be about cosmetics, correct? Certainly a compulsory battle pass to play won’t fly. You can see how slowly any new content is introduced in this game. A battle pass would not address any underlying problem and creating the content for one is a challenge. Furthermore, how would a battle pass be more profitable than the direct delivery of cosmetics? How many players would buy it if it’s relatively overpriced?
This is a lazy idea that people suggest out of not thinking.
Reining in Abusive Chat Penalties
- wipe of current penalties
- reset of penalty durations
- penalty only silences accounts, does not exclude them from any mode or deny account access
- maximum penalty of six months
I won’t repeat how deeply flawed the current system is. Suffice it to point out that many players who have spent money have been lost to it and the most engaged and passionate players are the ones most likely to be affected by it. Its loose application may be unrivaled by competitors and other popular multiplayer games. The system is quite possibly the most extreme attempt to keep game communication subjectively inoffensive and not coincidentally quite possibly has had the most detrimental effect on a game’s population. It turns out gamers aren’t flowers.
Targeting the penalty of Abusive Chat is the easiest way to contain the damage.
The time to listen to the average poster or player is over. Streamers and other more prominent “community” members are average as far as their ability to deal with big matters is concerned. They are merely players. The game is dying and it isn’t making money. Its course will remain unaltered unless clever and bold measures are undertaken, which may not guarantee success but can give the game a fighting chance, give it some breathing room.