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Improving the profit model

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May 24, 2023, 16:0705/24/23
05/06/23
7

Improving the profit model

I don't begrudge the devs wanting to make money;  I do have a few issues with how aggressive they are with it.

That wait screen during matchmaking seems like a better place for in-game purchase ads than spamming you with them after a match or during the initial load.   We're waiting around for 15-30 seconds regardless... showing us the ads then would be less intrusive yet get more attention.   They'd just have to have a delayed action of "open after match" instead of "open now". 

And cosmetics are an easy win - people want them but they don't create a 'P2W' scenario.   Why not sell badges that mount on your mech and show your division rank or your clan name?

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Dec 13, 2025, 12:3410 hours
10 hours
1

Great insights on optimizing the profit model! For anyone looking to make data-driven decisions, I found the Trade KTC profit  very helpful in evaluating potential outcomes. Combining this with careful market analysis can really enhance strategy development and minimize risks effectively. 

Dec 13, 2025, 13:449 hours
10/14/25
4

There are many monetization options, without the pay-to-win model. Yes, the distinctive signs, the appearance of the hangar and robots, and various external attributes. Even profile portraits of avatars. 

Dec 13, 2025, 15:596 hours
6 hours
1

Interesting take on monetization—non-intrusive ideas usually get better long-term engagement.Cosmetics and smart UI placement feel like a fair balance between revenue and player experience. For players who like planning ahead, resources like Arknights tag combinations can really help with smar ter decisions without affecting fairness. Small quality-of-life additions often earn more goodwill than aggressive prompts.