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Three things that should be seriously considered...

damnaciousdamnacious Member, NW M9 Playtest Posts: 354 Arc User
edited April 2015 in General Discussion (PC)
There are three things that I believe, in my personal and professional (as a successful business owner and company director) opinion, the developers seriously need to consider in order to encourage and promote continued growth of this product:
  1. It is far easier to retain consumers than to generate new ones,
  2. it will often require less resources to do the job properly the first time than to spend resources fixing it, and
  3. communciate, communicate and communciate.
Post edited by Unknown User on

Comments

  • drkbodhidrkbodhi Member, NW M9 Playtest Posts: 2,378 Arc User
    edited April 2015
    I am in agreement with the last 2.

    Why only the last 2? Because there is a little known factor about old customers, they have a minimum expectation of service. If that minimum is not met they will storm off and never come back. Whereas a new customer has very little expectation and is happy for all of the new things that they see. The key to a SUCCESSFUL business is to incorporate both of these ideologies into one.

    Set a standard of service and maintain that standard. Then, deliver that for everyone.

    I see that Cryptic has done just that. From what I have read, this is no different than every other Mod. Change is difficult to handle but we are all capable of adapting. What does not kill us makes us stronger, however in an altered reality, what kills us makes us stronger.

    The old guard players wanted a challenge... but expected it to be minimized when many players were phoning in Epic runs and doing epics in 15 minutes. The actions of the top end expressed to the powers that be... that this is WAY too easy for them. Quite honestly, it was even getting easy for me and I had a 13k gs.

    We cannot blame them for raising the bar so high... when we showed that we have not only the talent, but the potential to reach it all.
    ez0sf4K.png
    Atwil "At" - Tiefling TR / Saardush - Black Dragonborn GWF / White - Tiefling OP
    Leadership Council of Civil Anarchy
    SYNERGY Alliance
  • flinx66flinx66 Member Posts: 21 Arc User
    edited April 2015
    Whereas a new customer has very little expectation and is happy for all of the new things that they see.
    gotta disagree...

    There are different types of new players:

    1. those that stumble upon the game, basically the ones that drkbodhi described that have their eyes are filled with glee, as everything is new.
    and
    2. those that have heard about the game from friends and coworkers, etc. and expect a certain level of service/content/stuff...
  • drkbodhidrkbodhi Member, NW M9 Playtest Posts: 2,378 Arc User
    edited April 2015
    flinx66 wrote: »
    gotta disagree...

    There are different types of new players:

    1. those that stumble upon the game, basically the ones that drkbodhi described that have their eyes are filled with glee, as everything is new.
    and
    2. those that have heard about the game from friends and coworkers, etc. and expect a certain level of service/content/stuff...

    Exactly my point. However, both will find newness to it and normalize to the stimulus because they will know very little else.
    ez0sf4K.png
    Atwil "At" - Tiefling TR / Saardush - Black Dragonborn GWF / White - Tiefling OP
    Leadership Council of Civil Anarchy
    SYNERGY Alliance
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited April 2015
    Free to play MMOs rely on player churn: it is the newer/leveling players who will spend money buying things from the Market - established players don;t spend much money either because they never did and never will or they've already spent enough money to have everything they would want (how many Zen Market Epic Mounts do YOU have?).

    I still have 120k Zen sitting around with nothing interesting (for me) to spend it on. I could just buy a truckload of AD and help with the backlog, but I am already well-established and earning truckloads of AD - no need to buy it through ZAX. See how that works? Even though I was a valuable customers (who spent a lot of real money) and slowly becoming less and less 'valuable' in that regard. Each player will work his way out of value over time. I am now becoming a 'fielder' (more of less) because even though I'm willing to spend money I am spending less and less over time.

    Fact: These type of business models rely more on newer players than they do well-established players.
  • mentinmindmakermentinmindmaker Member Posts: 1,492 Arc User
    edited April 2015
    So basically what you are saying is Cryptic made Mod 6 so hard to scare away old players that load down the servers without generating any income ;)
  • fenchimpfenchimp Member Posts: 56 Arc User
    edited April 2015
    I agree with AngrySprite mainly because I don't believe Cryptic is aiming for a successful business model; they are aiming for a disposable one. The problem, as it may be, is that there is incentive to play the game up to level 70, but no incentive to stay after that any longer. Therefore, they are now still retaining a relatively consistantly-sized playerbase. It's more like running a community college than a corner store... They may have a very high student population, but a very high drop rate as well, just because 60% of the people going into it don't NEED to finish a major.
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited April 2015
    Well, with the current options for acquiring Lvl 70 gear, they apparently aren't catering to the newcomers, either...
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