Originally posted by o The Boss x
The suggestions are coming from your userbase. What percentage of your active userbase isn't a team owner? I'd venture to argue that your average user at this point in this game is a team owner. Even if not, why do we care so much about securing an average user that only creates a player or two?
IMO you should stop trying to secure your idealistic "average" user and focus on attracting and retaining/exciting the (albeit fewer) cash cows that have heavy interest in this area of games/sports. Hell, if there are more of these, then more of your "average" users will trickle in.
That's confusing the egg for the chicken. The game has primarily owners because most of the development effort or "things to do" was focused on the team ownership side.
Designing solely for that - is candidly imho , what created most of the declining user-base in the 1st place. If you are not willing to invest hours into gameplay (which isn't realistic outcome) then it's probably not the game for you.
That's a problem and not an easy one to solve.
Focusing 100% of your development effort on a declining number of cash cows is well a recipe for going broke in any industry. Blackberry of recent comes to mind a number of corporate and government clients buying large quantities of phones. Though, it's a constant there are large customers in the travel agency lines - at one point there was the #1 company in making lock boxes for traveling and providing security for cash movement - that is where Wells Fargo started - guarantee you they are happy they didn't decide to stick only to their high-end clients looking for the hardened lock box and the maximum security detail.
The suggestions are coming from your userbase. What percentage of your active userbase isn't a team owner? I'd venture to argue that your average user at this point in this game is a team owner. Even if not, why do we care so much about securing an average user that only creates a player or two?
IMO you should stop trying to secure your idealistic "average" user and focus on attracting and retaining/exciting the (albeit fewer) cash cows that have heavy interest in this area of games/sports. Hell, if there are more of these, then more of your "average" users will trickle in.
That's confusing the egg for the chicken. The game has primarily owners because most of the development effort or "things to do" was focused on the team ownership side.
Designing solely for that - is candidly imho , what created most of the declining user-base in the 1st place. If you are not willing to invest hours into gameplay (which isn't realistic outcome) then it's probably not the game for you.
That's a problem and not an easy one to solve.
Focusing 100% of your development effort on a declining number of cash cows is well a recipe for going broke in any industry. Blackberry of recent comes to mind a number of corporate and government clients buying large quantities of phones. Though, it's a constant there are large customers in the travel agency lines - at one point there was the #1 company in making lock boxes for traveling and providing security for cash movement - that is where Wells Fargo started - guarantee you they are happy they didn't decide to stick only to their high-end clients looking for the hardened lock box and the maximum security detail.






























