At the moment its very easy to get new subscribers, however maintaining a subscriber to last till 20 while trying to keep any sort of balance in the game is proving to be a hassle.
So the core of the issue I seem to be facing is that players always have a probability P of unsubbing at any given moments for various reasons (I’ll comment on the reasons afterwards). So everyday the players are rolling a dice and deciding whether or not they stay subbed. The probability of them lasting N days is (1-P) ^N. Because the Number of days needs to get pretty high for players to reach 20, having any probability of leaving is bad.
Lets see just how avoidable are these probabilities.
“The subscription fee is too high.”: Sure you could have you game free to decrease the odds of a a unsub but what is the point of having a sub fee if it prevents players from reaching 20. If a player payed for 10 months already, he probably knows the pricing by now. Fortunately most of these incidents are from low level zones. But if the subscription fee affects the other reasons they unsub as well then it could be a problem.
“<> is too expensive”: This could range from any shop, flight path, portals and inns. Basically money is completely broken atm and players will easily get 5k-10k gold without quest rewards. So what should you charge for your stuff?? Apparently even if the avg pop is filthy rich, they start unsubbing when you charge stuff over 500g. There is no way to get a gold sink in the server with anything without losing subs. They also unsub if a two way portal has 1 side free and 1 side expensive to make it a 1 way portal. I guess just keep everything free since gold is uncontrollable atm.
“I keep dying”: Well players are fcking idiots. They also can’t judge difficulty right. Or at all. Most causes of death seems to be players getting overwhelmed because they kite the mob and agrooed more. Didn’t fight back when it was attacked. Charged in head first into the elite boss alone without pots… for the 5th time… without gear, without latest skills( I literally placed trainers in front of the portal everyone had to go through and they still refused to get training) . No real solution to this problem because of the next issue.
“The Monsters are too easy”: Wanna make hordes of monsters with low health that overwhelm the players? Nope, too easy. Even if the heroes get brutally murdered by them, as long as he killed 5 before dying they are just too easy for them apparently. They also complain about dying from the same zone. They also think that the literal first enemy you encounter in the game should be big and bad.
Also players that have over 600 hours into the game, come across a chicken pen somewhere ( I mean, not every creature is big and mighty right?) and unsubs because the chickens were too easy for him.
This also affected by any rock paper scissors balance that might exist. If your scissors players find their paper, they think they should quit the game for it.
“There are too many bugs”: So even with 50 devs which is max. I get about 200 people leaving per day due to bugs, mainly in inns and Graveyards but happens in any building. I’ve no idea how to diminish or deal with this one.
“I can’t find a inn with a free space to set as my home”: You’re level 10, you’ve been to half the world, you payed over 1000 cash in subs fees by now, you know where the capital city with over 50k resident capacity is. And its just around the god damn corner but thats in the other zone!! and its too far away for these whiny babies.
I would honestly think that if a player has over 800 hours of game time, sold his house for the game. He shouldn’t even have a percentage to leave, he would need to suffer alot with game, before his percentage even went above 0%.
You can solve alot of these issues by just getting more subs, you could easily aim for 200k-300k subs but that comes with its own problem. Mainly lag. So basically if you want players to reach 20, you need either a very very low player count or set your XP rates to retail WoW levels.
Maybe it wouldn’t be so bad if players subbed again after unsubbing. It doesn’t look like thats the case.