by Captain Jack » Wed Jun 19, 2019 6:36 pm
PG funding model is targeted to newcomers and the essence of its model is "Use real $ to catch up with those who started playing a long time ago"
Of course, there is something to consider here and it is Major: The game has managed to keep a good inflation model over the years. I do not know if I am entitling it well but what I mean is the following:
-Someone who started playing 9 years ago (let's say Skyhawk, more or less he joined the game 9 years ago) had no access to the options that a newcomer currently gets. For example, a newcomer may join the game and focus in finishing the missions.
You can easily finish most of them (with or without loans) within a month. At the same time, you can also join a nation with Stipends. If you also manage your loans well, you could easily manage to gain assets that worth hundreds of millions, within 3 months time and no real cash spent.
However, when Skyhawk joined, this simply was IMPOSSIBLE. I doubt that any player back then could make more than 100M in the first 3 years, not first 3 months.
Still, thanks to the credits market, it is undeniable that real cash can help you either in speeding up your own path or catching up with the rest.
This, as analyzed, is the first part of the funding model.
The second, is something called SPENDING CAP. This, in short means, that after you have spend a good amount of cash, there is really not enough reasons to spend more. This mostly help veterans to prolong their play here, without spending a sh!tload of their hard earned money.
Both parts help in keeping the game free to play and not pay to win.
The current model can only work when the game is high in population. Right now, the income is fair to poor. We need double the amount of current spenders in order to be upgraded to something fair to okay and 4 times the amount of current spenders to move to something that is self-sustainable and optimal for the future.
The answer to how the game continues if we are to a state of fair to poor is because of one primary reason:
Some players spend way above average. The development of the game all these years is mostly thanks to a handful of players. Their names cycle during the years, but there has always been at least 2-3 backers at any given moment.
It is also worthwhile to mention that while development is thanks to those backers, sustainability of the game is thanks to me. Since I do not make a living through the game, the game is secured for my lifetime and hopefully beyond.
Of course, this has its drawbacks, as it also costs me time which is spent elsewhere to make a living. This is why I mention that if we had 4 times the current spenders, we would be at a self-sustainable and optimal for the future status.
Do note that I keep mentioning current spenders. As the model which I analyzed above, has a specific spending monthly target. This is measured in credits. A few years back, this was at around 600 credits per month per veteran user. Which means that a $19.99 pack was enough. In recent years, this was reduced to 300 credits per month per veteran user, a little over the $9.99 pack.
Of course, most veterans do not pay their credits, they obtain it from the market/banks for gold coins. This is still okay for the game though, as this helps in cutting the gap between newcomers and veterans. The less veterans buy credits, the more the gap shortens. It acts as a game balancer. So, it is a win win situation for the game and it all comes down to numbers and even more down to really active players.
So forget of all these plans. We do not want the game to become pay to win. The current mechanism is okay and I do not want to rise the cost of credits. I actually want to halve it by doubling the credit amount per pack. This always makes the game better in the long run. Before this can happen, we need more players.