121233-an-innovative-new-business-model-idea-page-2

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Actually, Carbine is guaranteed to lose money without a constant influx of subscribers or plat buyers. For example, If every plat-only player switches to Ursub farming, then you aren't getting any revenue, but you are getting game benefit (assuming they don't game the system). Say every plat buyer continues to buy at the same rate, again no influx in revenue. Thus, the revenue from new players you convert to subscribers, from the game benefit of Ursub farmers, must outweigh the loss of revenue from current subscribers who switch to Ursub farming, or get a free month occasionally from ursub naturally. The alternative to more subs is more people buying plat from Carbine, which can cause a whole host of issues. What happens if that recruitment influx never really materializes, at least not financially (e.g. can't make up the difference)? Do you then reduce/disable Ursub gains until everyone is back on subs? If you do that, you lose all those Ursub farmers, who used to be financially supported by others. This means the population shrinks, which means the game ends up in a worse state than it started, although it could be arguably more profitable short term (since no operating costs for those farmers). That is the rub, right now every player, outside of trials, is worth at least $10.99/month (yearlong sub), and more likely they are in the $15 range. You are basically gambling on a system to try to produce constant subscriber growth, which is not a trend supported by the majority of recent MMORPGs or by Wildstar itself. Further, you have the issue of constant monitoring/adjusting. Both the Ursub and Plat buying systems will have to be constantly adjusted, which means more work. CREDD currently self-regulates based on simple supply and demand and Carbine would only lose money, in future credd purchases, if the entire system collapsed, which we have no evidence of that being an immediate danger. The Ursub system would need to be regulated by Carbine, and failure to do so directly hurts the bottom line. It is honestly far too much risk, compared to Vic's suggestions of tuning rewards for the tasks you want players to engage in.


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