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Forum > Suggestions > Ways for GLB to increase Revenue (flex spending)
TxSteve
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GLB1 offered an incredibly generous flex spending / refunding. Too good (I and many others have yet to need to buy flex in GLB2 because we had so much flex left over). So - what are your ideas for how GLB2 can get users to spend more flex - leading to users needing to buy flex - leading to increased revenue for GLB2 - leading to GLB2 perhaps someday being able to higher more programmers - leading to GLB2 being able to implement more changes that are very popular? (more stats / etc)

Pitch your ideas here please. I've compiled a few from other threads that would increase flex spending:

- Allow more coaching staff positions to run scrimms (easy 25-50 flex per pop and something players want)

- Allow a team to scrimmage against itself (O vs D) - perhaps this requires some simple programming (a sim without special teams / a sim where there is an energy boost every series (since players won't get to rest on the bench between series), etc - probably a fairly regular 25-50 flex per pop...although you would have to fix the 'private' scrim brokenness.

- I am a believer that a flex/scrim subscription plan would greatly benefit GLB2 (I've discussed this elsewhere). Even the simple math makes sense in my world - to be on a payment plan (subscription) vs the current structure. It will be difficult for me to pitch a 300$ purchase every 6 months to keep my flex coming....but I could easily be paying 49.99 per month as part of my subscription. It doesn't make sense logically - but in terms of the psychological way the payments are viewed...it is a more 'peaceful' option in my home and frankly an easier sell. 49$ per month slides through the credit card. 300$ at a chunk in a video game is going to bring on a conversation and is harder to repeat.

- Some kind of an improved Playbook / AI interface (like Xav's suggestion here: http://glb2.warriorgeneral.com/game/forum/thread/5169333 ). In other games I've played (mmorpg) - the number of characters you can make is limited..unless you pay for a premium package. In GLB2, in some ways - your playbook and tactics are actual characters...yet we are given unlimited numbers of playbooks / tactics. Perhaps there could be some kind of a 'premium coordinator package' where you get an improved interface..and the ability to save more playbooks/ai combos.

- In that same vein - offer some kind of 'premium player builder package' - this would offer things like: more stats; player notes section; player build preview to show maxes, etc, etc. (we have to be realistic - it would appear that GLB2 is on a very, very tight budget. Significant programming efforts have to be paid for somehow. Significant programming efforts must be revenue generating (it would appear).

What options / features / ideas do you have? What sorts of options / features / etc would you pay flex for?


Note: You (yes YOU) are not going to like some of my ideas. The fact is - some of my ideas SUCK. Please feel free to tell me so. But also - please try to pitch your own ideas - I am hoping this thread will generate some good ideas --- not just be the typical forum for users telling other users who stupid they are.

In before:
- TLDR
- guy with 1 free player threatening to rage quit
- guy with 2-3 players threatening to rage quit
- "TxSteve - you are a moron"
- "I'm not spending another dime on this game...."

We all like this game. We all have features we would like to see implemented. They are more likely to implement features that will raise revenue. There are win/win type situations out there if you think of them.
 
Makntak
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I really dislike 'Premium Packages'. I've left many a game before now that offered this sort of thing to those who could afford it. It only left me feeling I was missing out and at a disadvantage when game options are greyed out, or clickable but then a little pop-up tells you that "you are not allowed this - spend some money tightwad".

It leads to the perception that the game owners only really care about the user who spends more, certainly in my mind, but also apocryphally in the minds of other players who voice their discontent (perhaps justifiably) in game forums. When this notion becomes endemic, players give up.

Taken at face value, I appreciate that your 'Premium Coordinator package' doesn't necessarily offer anyone a particular advantage, but I think it's a reasonable expectation that what we've got now is a minimum - you can't take away what players already have.

A 'Premium Player Package' really would give someone an advantage.

So, there's my negative response to your earnest suggestion not to be negative. I wish I did have something positive to say about these things, I'm already pissed off at the way the customer is treated here and it sticks in my craw how much I already have to pay for a game that, admittedly, I love but that comes with no 'customer service'. I cannot recommend the game to anyone because of this. It's my own foolish fault if I pour my money into an unsatisfactory experience but I wouldn't encourage a friend to do the same.

How about this though. Clan Ladders. (Or Network Tournaments or Network Leagues)
These would be exclusively paid for and a new way to 'officially' play for bragging rights.
I'm not thinking of something like Network Tournaments that users initiate independently. I'm thinking a whole other sub-site with registered Networks ('Clans'). Anyone could look at this to see what is going on but only those clans who are in it would be able to participate. I'm sure most of us have encountered this idea in the other games we play/have played.

Not only would this open-up a whole new aspect of gameplay, the cost of any such sub-site could be spread between clan members, thus lowering the price for all who wished to subscribe to it, but raising the value and variety of the game whilst generating income for the owners. It wouldn't fundamentally change the game at all, it would only change the way we interface with it. If it took off (and these sort of things do so quite easily in other games), then more people would be motivated to create networks and join networks. For newbies, this could a great bonus and if networks are to flourish, it would be in their interests to take in newbloods.
Edited by Makntak on Apr 19, 2014 09:38:33
Edited by Makntak on Apr 19, 2014 09:37:55
 
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Quit posting
 
Jampy2.0
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If you make one more damn thread trying to make Bort more money....
 
Laggo
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As this beautiful midnight has passed us, I am compelled to share this knowledge with you.

The easy way. Two steps.

1) Give teams an FP bank that they control and allow the owner to set permissions (who can withdraw). This way owners can design their own ways to reward players if they like, or spend it on scrims, or do whatever they want. They are buying the currency; let them figure out how to use it.

Maybe people won't like it, but I didn't want to spend money on this game at the beginning of season 1 GLB1 but I knew how to build players and I found a benefactor (godbless) who was willing to find a way to keep me competitive. I got invested, and I converted into a paying customer.

2) Create a fully fledged player operated tournament system. Allow FP entry tournaments (obv. optional) that go straight to a pot distributed however the creator see's fit. Let people setup their own brackets, alliance style tournaments, the more options the better. Take a fee for creating one either way. People will use it to settle grudges, to organize giant tournaments, It'd be very popular. Use the free day (which is a ridiculous concept in the first place, what online game do you know that literally tells you once every three days "I have nothing for you right now") to schedule them. Set up a queue if it gets too popular.

People might argue that this will create an unfair advantage in recruiting for owners willing to "offer more", but recruiting is already unfair. Players want to play for better teams, and there are already more players than teams (see CPU leagues). The FP doesn't appear from no where. Somebody bought it and they should be able to do what they want with it. You already offer a free player.

If the business model is going to revolve around "We sell FP and stuff you do with it" then they have to make us want FP. Stop playing nice. This game already probably survives off whales who buy whole teams so I know there are people who want to have a reason to buy. They like the product and they are invested now and they are boosting their players but then what? They buy scrims? Go for the big fish. Someone will make a 1000 FP entry tournament for Rookies just cause and suddenly 8 teams will join it. Say they split it between 3 teams. Thats 5000 FP between minimum 5 people that players would have otherwise hoarded. Many of those people will enter that tournament again, ESPECIALLY if they win. It's simple gambling. Be Farmville, or Candy Crush. Even Hearthstone is ruthless in the way it goads you to spend money to compete.
Edited by Laggo on Apr 19, 2014 23:58:22
 
SikoraP13 DTD
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How to increase FP Spending:


With every 400/300/200 tiers you complete, you get an extra superstar slot for that grouping. Someone who's completed 400 QB/HB/LB tiers (ie. 80 QB/HB/LBs through full life cycle) gets to have 2 superstars. Someone who's completed 800 would get 3, and so on. Would have to remove the no accumulating during the seasons when you have one for this purpose though.

This would give people a reason to spend a whole lot more money. Imagine being able to have your S* QB, HB, and WR all on the same team. Then you could. Or make an entire S* DL. The options are limitless if you have the $. And sure you could do it now with other agents, but the real money here is in the multi-player agents.
 
Jampy2.0
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Originally posted by Laggo
Use the free day (which is a ridiculous concept in the first place, what online game do you know that literally tells you once every three days "I have nothing for you right now")


It's not ridiculous at all... Not everyone benefits from this marathon style gameplay in glb2, probably on of the 3 or 4 things I dislike about glb2.
 
Laggo
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How is it a marathon style if you are never punished like in GLB1 for missing a day? There is no obligation for you to check on a 3rd day, and the assumption is that day would still not get you extra XP so there is no specific reason to.

It just doesn't make any sense to literally close your business down 33% of the time. Can you honestly think of any other online game that survives/retains players with a system like that?

 
Jampy2.0
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Originally posted by Laggo
How is it a marathon style if you are never punished like in GLB1 for missing a day?


Uh... if you are in the top 30ish of the ladder, missing a day means you just lost a ladder game.
Check my squad out... in my last coaching breather I took, we lost both games in the 48 or so hours... Threw my team from mid 25s in the ladder down to mid 50s.... The punishment is just as bad as glb1..

Also the fact that games are nonstop just tires me out... idk if its just me, but I have to take days off after going at it.
I really applaud the ppl with undefeated league teams at the top of the ladder... I have no idea how there leadership does it...

Originally posted by Laggo
It just doesn't make any sense to literally close your business down 33% of the time. Can you honestly think of any other online game that survives/retains players with a system like that?


You're thinking of this from a personal point of view... Think of the small business owners... family men and women... students... Even the average full time worker (exclude desk job ppl). These are ppl who usually run out of hours in the day, and although we all want to be as competitive as possible, I doubt anyone on this site wants to let real life duties slip because of glb.

tbh I absolutely loved the glb1, 1 game per 48 hours... It meant both teams could really prepare, and there are very little excuses for failure... But most importantly, it didn't feel like a nonstop marathon of games running...
Edited by Jampy2.0 on Apr 20, 2014 16:40:35
 
TehKyou
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How about they actually fix stuff before trying to find ways to exploit more money from us?
Edited by TehKyou on Apr 20, 2014 19:03:36
 
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Originally posted by TehKyou
How about they actually fix stuff before trying to find ways to exploit more money from us?


Best post ITT
 
AirMcMVP
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I suspect the smaller flex return will take care of any revenue problems WG Games has. I do think things like a flex bank and tournaments with buy-in/flex rewards would make the game more interesting. Personally, though, I'd rather burn through my flex building players and owning a team than any artificial revenue generators.
 


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