**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Comments
Just to simplify, suppose you had 15 T4B in inventory and 12 in overflow, and the 12 in overflow were going to expire on September 1, 2, 3, ... up to 12. One per day, just so the example is simple. If you never got the Sigil, then at some point you would have to burn at least one T4B by September 1, and at least two by September 2, and so on. With the Sigil, now you have 19 in inventory and 8 in overflow with expiration dates of September 5, 6, ... 12. Without the Sigil you would have had to burn T4B by September 1, but now even after the Sigil expires you don't have to burn T4B until September 5, when the closest T4B in overflow expires. By September 5 you still have to burn at least 5 T4Bs, because you need to burn the four you have over the soft cap, and then one more to burn the expiring T4B in overflow stash.
So in the long run, the temporary Sigil inventory doesn't change how much you have to burn, you still have to burn the same amount either way. But it *delays* when you have to burn them by a certain amount of time, because the first four that you would ordinarily have to burn, you don't have to burn.
Not only does Apple not pay game developers for the number of people logging in and the amount of time they play, Apple does not even know how many people log into your game and how many minutes they play. Apple doesn't track this kind of information by explicit policy.
It is not like this is difficult information to find. All the information regarding Apple's and Google's app developer programs, including how app developers are compensated, are publicly available on both company's developer web sites.
It is an article that comes up when you search for "how do free apps make money" that is titled How do free apps make money. In fact the first *seven* hits I saw in Google were articles titled "How do free apps make money." Exactly zero mention "get paid by Apple and Google for downloads and users" because that's not a thing Apple or Google does.
The only free apps that make money through usage are those that use in-app advertisements, because that's how advertisers generally pay for ads (by views or impressions).
1) energy timers should be reduced. there is so much content in the game now that it would be nice to actually be able to play it quicker.
2) inventory space has sort of been a joke since the game creation. we are all pulling 4/5*s constantly and duping them forever now that selling ISO is like a part time job. people end up just not opening crystals for catalysts and heroes to work around this anyways. why not give everyone more space???
3) gold isnt an issue for me but i know when rapidly progressing, it really is an issue. we should have gold and halls of healing the week after dungeons end each month or something consistent like that instead of paying for one gold quest.
4) trading up items like 3 lvl 1 health potions for a lvl 2, trading up ISO, trading up boosts (e.g. 3 10% boosts for 1 20% champ boost), and so on should be part of the game, not some paywall like this. this is somewhat of an fighting/ MMORPG and yet it doesn't incorporate any of the elements like these that typical games do into it.
It's cool you guys are trying out new things, but this isnt something that you can really remove from the game if it ends up being a flop without making either the people who subscribed or the people who didnt subscribe angry. that is why you are getting so much backlash already.
There's still people that don't like the Sigil, but as a percentage of the playerbase I'm just not seeing it. This doesn't really hurt free to play, since the Sigil benefits are generally perceived to be less performance-impacting than many cash offers. This doesn't affect whales at all, because they just buy everything anyway. The biggest impact is with moderate spenders, who are getting more overall value for moderate spending today than they were getting a week ago. That's not the recipe for disaster you're projecting.
Location data, age, in game spending (or lack there of), subsequent searches of game information, ect. All that data is collected and licenses to use that data is sold.
Data such as players X age are playing from Y Country/providence/State, and "Hey we got X amount of people that are willing to do X for Y" is extremely value-able for anyone doing behavioral analysis, marketing analytics, and customer engagement research.
Yes the bankroll is made from in game sales for a game like this, but there's plenty of ways games like this monetize the sheer volume of data they collect.
Both Apple and Google have policies that prohibit app developers from sharing or selling data to third parties except for the explicit purpose of improving the app or for allowed in-app advertising. This is difficult for them to police, but they do kick apps for violating those policies. In particular, if anything Apple has been accused of being too heavy handed with app banning for privacy concerns, not too light handed.