Billing model AB testing

Issue #264 new
CoolB created an issue

Hi Team,

In my real life I work in eCommerce - payments systems (acquiring, processors etc) -

It is quite common in my industry for merchants (such as you) to experiment and productize different variables in order to increase conversion.

I have several scenarios in mind for TLK such as enabling a Credit pool purchase. (being able to purchase ingame credit for a bunch of stuff, examples: ) adding % more stats on (some of) your units or commander buying exquisite weapons for your heroes buying 1 emergency HT (and when to display all of these for the consumer - eg after a failed PVP)

-> main idea being, the game market goes into personalisation (and revenue generation) over <balancing> things in order to enforce/ensure a fair game. The extra revenue can in turn support further balancing. At the moment I feel the Knight/Duke model reaches a stall

Will many of these scenarios fail or enable abuse? Certainly! but they`ll provide the means to experiment quicker and I think will actually increase retention! Plenty examples around of online games enabling personalzation -

Not to mention building more functionality such as Going on a quest for a certain type of Weapon or various similar scenarios.

Would be great to learn whether you`re actually aligning to the above or have a different idea on where to take this ;)

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