I have a friend who runs a groundbreaking company , gps tracking at events, you go to a major event, get an app on your phone or a bracelet which you have to use to enter competitions or buy food, and they track every step you take to see what stalls get the most time spent, the flow of traffic, what displays make people stop and engage the longest etc, gapcha games and the science behind how to squeeze the most out of people is a billion dollar industry with unbelievably close attention paid to every cent spent, this is a nine figure game, itself. straight naivety to think That they wouldn’t use any metrics they can to enhance spending, whether they are doing it or not I’m on the fence, Famous examples of games giving different offers to spenders and non spenders (non spenders offered things for less to entice them to develop a habit of actually spending money) inciting major unrest within a game. It’s a tread carefully and sneakily scenario. the rewards system I talked about has been confirmed and is in no way sinister, they throw a bone to people who haven’t played in ages to try and get them interested again. Makes sense, anybody who denies that much is purely naive When has this game ever offered any deals that were different for spenders and non-spenders?
I have a friend who runs a groundbreaking company , gps tracking at events, you go to a major event, get an app on your phone or a bracelet which you have to use to enter competitions or buy food, and they track every step you take to see what stalls get the most time spent, the flow of traffic, what displays make people stop and engage the longest etc, gapcha games and the science behind how to squeeze the most out of people is a billion dollar industry with unbelievably close attention paid to every cent spent, this is a nine figure game, itself. straight naivety to think That they wouldn’t use any metrics they can to enhance spending, whether they are doing it or not I’m on the fence, Famous examples of games giving different offers to spenders and non spenders (non spenders offered things for less to entice them to develop a habit of actually spending money) inciting major unrest within a game. It’s a tread carefully and sneakily scenario. the rewards system I talked about has been confirmed and is in no way sinister, they throw a bone to people who haven’t played in ages to try and get them interested again. Makes sense, anybody who denies that much is purely naive
Same as the cheap unit offer you get when you first start playing the game, keeps climbing up to 1300 units or so until you actually break the seal and decide to spend a little money on the game, Forms a habit, great business strategy. simple, makes sense, clear and obvious marketing strategy So when does this cheap unit offer start climbing up then?I've been playing ftp for 3 1/2 years and it's still the same as day one It climbs from 300 units to 1300 or whatever (it was 4 years ago for me) then it sits at 1300 forever
Same as the cheap unit offer you get when you first start playing the game, keeps climbing up to 1300 units or so until you actually break the seal and decide to spend a little money on the game, Forms a habit, great business strategy. simple, makes sense, clear and obvious marketing strategy So when does this cheap unit offer start climbing up then?I've been playing ftp for 3 1/2 years and it's still the same as day one
Same as the cheap unit offer you get when you first start playing the game, keeps climbing up to 1300 units or so until you actually break the seal and decide to spend a little money on the game, Forms a habit, great business strategy. simple, makes sense, clear and obvious marketing strategy
Love the naievity of some people, a near billion dollar company would never do anything to Slightly alter some odds of some champion drops in a crystal that nobody outside of the game would ever Care about and nobody except a few people would ever know about within an Industry (like most Tech industries) that’s built on the science of how much money can we squeeze Out of this product we sell, and well known for doing it, just lookup gacha games the spin to win design is to build addiction, the spin is designed to almost give you the reward you want every time, I don’t really care if kabam have done it or not, they are saying they don’t do it now, which I would tend to believe if it wasn’t for the well known kabam support replies that confirm an algorithm designed to keep people in the game.
Same as the cheap unit offer you get when you first start playing the game, keeps climbing up to 1300 units or so until you actually break the seal and decide to spend a little money on the game, Forms a habit, great business strategy. simple, makes sense, clear and obvious marketing strategy So when does this cheap unit offer start climbing up then?I've been playing ftp for 3 1/2 years and it's still the same as day one It climbs from 300 units to 1300 or whatever (it was 4 years ago for me) then it sits at 1300 forever Well it's been 675 units for me for 3 1/2 years.You have any screenshots? I think you may be mistaken
I’m not asserting that kabam do use that algorithm I was just saying the theory is that spenders are sometimes held out on to encourage them to keep spending on the new release crystals because if they got them straight away they would stop spending, the theory goes (which I don’t aspire to but would not put it past any company worth 9 figures) they work out how much Someone is prepared to keep spending on new champ crystals and find an optimum amount of crystals to let that person win the champ, where they don’t start giving up but don’t get the champ too fast so stop the spend. The kabam response I reference Is the response Hoff references in the video, It’s been screenshot in here before, the kabam employee was replying to someone complaining about awakening a champ and then Pulling a dupe straight, and they said there is a complicated algorithm designed to help the consumer which can altar the odds of a pull of a champ that people already have vs one they don’t have, he insinuated it was Too complicated to explain but was designed-to help People level up desirable champs
Simple theory test, click on your champs, filter 5* and look at the ones you are missingI just counted my missing 5*s , disregarding the money spend champs and releases in the last year. I have 25 meh vs 20 god tier attack/defense, I acknowledge some of these are newer champs but I’m missing a lot of god tier og champs, starlord, aa, voodoo, x23, capiw, emma frost, vtd, fury mysterio, proxima, champion, thing, sunspot, considering the ratio of these god tier champs to lesser champs (I think is about 25% useful champs vs 75% meh) judging by my champs the numbers do suggest something going on here
To be clear I don’t think kabam change champ drops to your spend. Maybe they do, nobody could ever prove it. I just wanted to clarify that your idea that you spend a lot so should have great champs is possibly confirming the popular theory that I’ve discussed.Also I don’t find varying drop rates on champs sinister at all, I think it is a smart business model but if kabam are going to say it doesn’t exist then it would be kind of funny to prove them to be lying.On this topic I’ve been in the game since joe fixit, I’m just a low spender and don’t use units on cavs. Problem is if you spend on features crystals regularly it Negates your data also.You are Correct one persons data proves nothing but would be interesting seeing somebody do some analysis on it on reddit, I could quickly get my alliance to snapshot their missing 5*s (Would be shut down Asap on here like I suspect it already might be if this theory has meat) simple test, ratio Demi god or better vs lower than Demi god, that people have compared to ratio available.spend champs and champs newer than 1 year are excluded. I’m busy af at work and don’t even have a reddit profile so I ain’t gonna do it but would be very interesting to see some results
HSame as the cheap unit offer you get when you first start playing the game, keeps climbing up to 1300 units or so until you actually break the seal and decide to spend a little money on the game, Forms a habit, great business strategy. simple, makes sense, clear and obvious marketing strategy So when does this cheap unit offer start climbing up then?I've been playing ftp for 3 1/2 years and it's still the same as day one It climbs from 300 units to 1300 or whatever (it was 4 years ago for me) then it sits at 1300 forever Well it's been 675 units for me for 3 1/2 years.You have any screenshots? I think you may be mistaken Mate it’s been 4 years from memory it was 1275 units it maxed at, but I bought the first 675 offer, I think it climbed after that then disappeared after a few months from memory, I don’t think I bought the second offer, it’s probably in my google receipts . does anybody else remember?