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Forum > Goal Line Blitz > What do you think needs to be done to bring GLB back to a very enjoyable game?
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Deathblade
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Originally posted by ManOgwaR
please respond


 
Bane
Baconologist
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Chicken Truck,Chicken Truck

behind it I'm stuck

Chicken Truck,Chicken Truck

Just my luck
 
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Originally posted by Bane
Chicken Truck,Chicken Truck

behind it I'm stuck

Chicken Truck,Chicken Truck

Just my luck


winner, winner, chicken dinner?
 
Pena_FIN
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Originally posted by Deathblade
Originally posted by Pena_FIN

They could start selling reward points (non-refundable flex). Maybe price it at half the cost of flex, so one would need to weigh the option of getting more now, versus getting more later (with the 70% refund).


Would be dumb on GLB's part.

The massive amount of flex received from retiring players is the only thing that keeps players from leaving the game in droves when they retire a round of dots.


Yes, I get that, and it is (or should I say 'was') a great business model. But reducing the cost and lowering the barrier for new users is something that I think needs to happen if this game wants to grow. You'd still need to buy flex to get a team (and whatever else you can't do with reward points), and those users who plan on staying would soon realize it's more cost efficient to buy flex.

Of course BLG would have to weigh the cost of offering a reduced entry-level option against the current flex sale revenue. All I'm saying is that there is no reason to change the current cost of flex or the return percentage, when there already is a build in option with reward points.
Edited by Pena_FIN on Apr 20, 2013 17:22:02
 
bhall43
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Originally posted by SteveMax58
I think the way the old model was implemented was terrible but not because of nonboosters themselves. The fact that nonboosters generated cost with no revenue was the issue (putting aside the ALG and build strategy of long term vs short term aside). Reasonable advertising with the level of site traffic that GLB had back in the day would have been the approach I would have at least tried before moving to the age based model.

Just being objective here...the free players are a nice gesture but (a) new users only get 1, (2) they dont generate revenue (3) there isnt that much to do if thats all you have here. Think about if you didnt OC (something you aren't likely to start out doing day 1) so many teams, didnt build so many dots (something you wouldn't be willing plop down so much for without knowing you'll enjoy the game), didnt admin (obv not going to do day 1)...what would there really be to do with 1 dot? Read thru a website scouring for info you dont know you dont know? Without a search tool ftm?

Just saying...this is a game and telling somebody to pay more upfront, read a college coursework's worth of information using terms you dont even understand just isn't most people's idea of fun. A few will certainly push thru that because they are hardcore players & will love it. But having a wide customer base means you have to do something to also maintain the non-hardcore customer. Reducing the complexity of the game is 1 way but will have less holding power & would alienate the hardcore user so the only other thing is to give new players enough dots to actually experiment with and learn quicker. And that only happens with reducing flex cost (but reducing the recycle ability can offset that).


You can nonboost now. You saying that it wasn't because of nonboosters themselves means what? That they weren't better middle to lower level players than constant paying customers? Because they were. That caused significant problems in the middle to lower levels.
 
Deathblade
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That's also working under the premise that a 5 year old game is going to somehow bring in a bunch of new players.

That's not generally how games work.
 
SteveMax58
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Originally posted by Deathblade
GLB isn't asking people to pay that much upfront.

Arguing otherwise is just dumb.

It obviously isn't too much for the people who are still here. The point is there are a lot less people here.

They charge more upfront and allow you to recycle. Thats called "upfront investment" as opposed to charging you what they ultimately want to make off of you. So if every customer that bought flex precisely recycled their flex to 0 they'd make 30% assuming a perfectly scalable cost model (which doesnt exist but you have to use something).

Obviously the goal is not to make 30% as thats the minimum. So lets pick 50% when you consider the model has many people who dont recycle their flex to zero. That means charging $500 for HoF package rather than $1k and making the same. A more entry-level friendly $35 for the Professional flex package of 10,000. That will get a lot more traction with people who aren't sure if they like the game enough but ultimately will pay.

Ultimately, its the same profit per customer but you are also lowering the entry "fee" to your target price/profit level anyway without incurring the cost of people hanging around using the site with no revenue generation from them.

 
Deathblade
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Originally posted by SteveMax58
It obviously isn't too much for the people who are still here.


It isn't too much for anybody that has a job.

You get 1 (or 2) free players that cost 5 dollars for over a year of existence.

Additional players cost like 3 dollars every 2 months.

I know child laborers in factories that can afford that.
 
bhall43
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Originally posted by Deathblade
It isn't too much for anybody that has a job.

You get 1 (or 2) free players that cost 5 dollars for over a year of existence.

Additional players cost like 3 dollars every 2 months.

I know child laborers in factories that can afford that.


But they want to own entire teams that they won't know how to coordinate and then hate this game because nobody will do it for them.
 
Deathblade
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You are aware that you don't have to buy all of the flex in advance to boost a player, right?
 
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Originally posted by ManOgwaR
http://i.imgur.com/yPW8mdX.gif


 
SteveMax58
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Originally posted by bhall43
You can nonboost now. You saying that it wasn't because of nonboosters themselves means what? That they weren't better middle to lower level players than constant paying customers? Because they were. That caused significant problems in the middle to lower levels.


Thats the build for success now vs later dynamic but you still have that without non-boosters. You just had many more people on a website & while nobody actually likes ads...people dont leave sites because of them.

I'm not arguing my ideal experience...just the business model itself that doesn't add up. You let users recycle flex, which keeps them around not buying more flex...rather than go the ads route & charge less upfront.

At the end of the day it doesnt have to make sense to me or anybody else. Just a guy posting on an internet forum here...clearly I know everything & nothing simultaneously.
 
SteveMax58
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Originally posted by Deathblade
It isn't too much for anybody that has a job.

You get 1 (or 2) free players that cost 5 dollars for over a year of existence.

Additional players cost like 3 dollars every 2 months.

I know child laborers in factories that can afford that.


Then why isn't this game growing customers or at least maintaining?

 
ManOgwaR
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Originally posted by Deathblade
please believe me


 
bhall43
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Originally posted by SteveMax58
Then why isn't this game growing customers or at least maintaining?



It is 5 years old and bled most the people that fit its niche dry. Which is why they are moving on to other projects to keep this ship floating.
 
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