You have only offered the diamond crate guild gift once. It’s impossible to have a reliable data set off one trial… It’s not like you offered 3 different options at a time and let the data tell you which is more popular… you chose to offer the other deals more often and addicts keep buying regardless
You guys have a drug dealers mentality that as long as people buy the deal its a good deal… why not take into account that you have a base of spenders that buy indiscriminately, like addicts, and their actions shouldn’t sway your decision making more for the rest of us.
Personally the only deal I would buy recently is the 4.99 deal with 2k+ of stamina and that deal hasn’t popped up in months; am I to believe that is because it was unpopular??
I’d take this out since you could get flagged, and Polaris isn’t the one who puts guild gifts up, PB does. Polaris is a community manager for forums. But, yeah it kinda sucks how we only got a guild gift everyone likes or needs once, and how we get guild gifts that people don’t want or need multiple times…
Don’t stamina hoard anymore, it’s not worth it - you would lose 69,000 stamina per 28 days by ignoring your regen stamina - not a good idea for efficiency.
So you wouldn’t even recommend F2P’s hoarding for double drop events?
I agree with @Slinky-Dog. The advice is completely useless IMO. The only way to get higher badges for F2P is waiting for Double Drops and hoarding
Not on s21-22
We get no stamina regeneration increases and and only 15+stamina from on time quests
Even in older servers the advice isn’t exactly F2P friendly but yes it is practically useless for those 2 servers.
Thanks Emitz For The Info!!
so Basically Now I will hoard refills Not a bad idea.
But Stamina spending on double drop events will be so less.
But Still I think The idea you gave is a nice one!
You can do that with about 2 characters at most right now. Should be 5 or, even better, 15.
Stamina hoarding for double drops in general is a bad idea. Hold free stamina refills and GMS refreshes. If you are near the cap, yes, you might decide not to get to the cap, although you still lose some stuff, which you can arguably not get back.
Just for your input:
S1:
3x660 (daily, free) x28 (days between cap raises)
+
1-6 x 384 (GMS refills, dependent on the number of purchases, first 2 are for 50 diam., another 4 for 100)
+
2400 energy (24x60x60 seconds in a day / 36 seconds, which is refreshing rate)
Bold figures are different for newer servers (in particular 18, 19, 21 and 22). The rest of the calculation stays the same.
If you are just near the old cap before the cap raise… the catch-up appears, you get it etc., you basically mustn´t spend more than 75,000 stamina (or 37,500 with double team XP activated all the time) in order to get the next catch-up when the next cap raise happens.
I, for one, believe the Team XP requirements should go up already a long time ago.
Either that or everyone should get the Catch-Up Challenge rewards @Polaris.
One or another, otherwise many people lose out.
Yes that’s true. It can help quite a lot if you need those specific badges. And it’s not like people on cap won’t need the stamina.
Ok thanks someone told me there was going to be one at one of the updates and so I was checking thanks for letting me know
This isn’t the update
Good to know my choice to abandon this trainwreak of a game was justified.
There’s nothing wrong with the game your just impatient
Vocês poderiam baixar os preços dos pacotes do jogo tá difícil progredir desse jeito é muito caro no Real enquanto no Dólar é tudo mais barato é impossível superar um Gringo no torneio é injusto vc gastar tudo o que tem e nem sair do lugar , poderiam mudar essa situação pra todos nós jogadores se igualar todos no mesmo níveis , fica difícil ter boas recompensas, é tudo muito caro poderiam ser mais humildes com as pessoas que amam esse jogo poder crescer no jogo abaixem os preços , sou brasileiro e a moeda real não é tão valorizada assim como o dólar mas poderiam baixar os preços no meio de uma pandemia e crise fica difícil jogar um jogo assim não é todo mundo que pode gastar um rio de dinheiro por favor olhem para nós jogadores com mais humildade e abaixem os preços pra que possamos se igualar por igualdade com todos os jogadores @Polaris
What exactly were the analytics used to gather the amount of players leaving in a 5 to 6 week badge and level increase versus a 4?
Are we talking server population and traffic down? Accounts deactivated? How about the frequency of this particular data being gathered? Has it been attempted since the server merges?
I feel transparency and visibility into this “study” would help your player population understand your rational versus taking a position equivalent to a parent saying “because I said so” to their kids.
From most of the player’s perspectives, we’ve watched more of us bail due to the frequency of the updates versus the alleged discrepancy continuing to be reported because of adding 2 or 3 more weeks to the updates…
I am not sure if you saw my post or not, but as I said there might have been 3-5 factors that influenced the numbers and gave false data in terms of if the update should be every 5 or 6 weeks instead of 4 weeks.
First of all is the nerf of Randall Boggs, secondly that the Solo deals were introduced, Christmas happening around that time and people moving on, and if including them as factors Merges happened around that time and Red skills were introduced to more servers even though server 1 already had Red skills so I wouldn’t consider those 2 factors as major influencers.
Still, though 2 first factors Randall Boggs’s nerf and the Solo deals is likely the most crucial reasons to why server 1 at that time got such a huge activity drop as those are likely more likely to make people mad in terms of the game.
But yeah, we don’t exactly know what Polaris meant by that players “churned out out at alarming rates” as they didn’t specify in what way, but it likely either mean uninstalls I assume or at least something along that. At least it would be nice to get some more information on what actually happened as we need either more time or less costs/more resources to keep up with the current cost raising in the game.
I didn’t see your original post but absolutely agree!
I think there were, and still are, too many factors working against the analysis to arrive at some sort of empirical finding or stance on the matter. Especially when you continue to see the forums absolutely light up still to this day, by existing players, asking for a slow down to the updates.
Point blank, I think we all understand how a for-profit company works but until there is actual discussion around the data points gathered, it just feels so awkward to continue seeing a stance equivalent to “trust us…don’t look behind the curtain BUT we’re totally doing what’s best for you” gigantic company wink
There is just no need to continue to try and hide behind analytics. Just call it what it is and just say “we’re maximizing our profits so, unfortunately, we won’t be listening to the overwhelming majority of the player base”
No problem about not noticing my post earlier, but glad you agree ^^.
Yup, in order to have actual good data it needs to be a normal as possible during that period, like so that parameters that aren’t normal or affects the data’s reliability and accurateness.
Unfortunately there were 2 really bad parameters during that time, so can’t really call that 4 or 5 week data from that test reliable as it likely got distorted by the negative factors.
We could try and ask in the next Q&A session I think or a least try there as there the actual developers take the time to come on and talk.
While I assume it might be a stretch that they would actually answer it since I imagine they are more likely to answer questions in terms of game mechanics. Otherwise next State of the Game post or Polaris provide us some information after they have gotten an approval to provide us information.
Either way, hopefully PerBlue decide to do another 5 weeks or 6 weeks test so that we hopefully get more accurate data on if 5 or 6 weeks are overall better or not :-).
The other solution in terms of the 4 week problem would be to just rebalance the game economy and as such VIP0 players being able to keep up with at least 5 characters stamina wise if not close to 10-15 characters every month. So yeah two ways to go about fixing the 4 week update schedule issue I think :-).
@polaris. How do you explain that in my challenger arena 23/25 players have Mulan and 17/25 have Timon & Pumbaa?. I’m pretty sure when you originally said this, everyone read it and knew it wasn’t true.
Please can something be done to effectively prevent the overuse of ridiculously overpowered characters.