I think by this point it’s safe to say that Playrix has found a steady, bi-monthly/monthly source of income via the Experiments. The better they make them, the more likely we are to purchase it. Notice now that the last few experiments always include a barn upgrade, however this one includes two! I know this makes many of us very happy.
I have been playing for a few years now and I have noticed a few drawbacks, possibly unrelated to the experiments, however these drawbacks started after the 2nd-3rd event. I’m curious as to whether they are slowly redesigning their game to push ya to purchase the experiments. Again they maybe unrelated but I’ve never had these issues to be as dramatic as they have been for the last few months.
1) Barn upgrade materials. I’m finding the equation for upgrade materials to be more dramatically imbalanced when receiving them via the trains. It’s common now for me to have completed 2/3 necessary materials but only have 5-6 of the 3rd. I’ve never had this issue before.
2) I did find that I’ve been accumulating more Tcash while playing less than when I would play more.
3) Im finding trains to be more dramatic with their requests.
4) I’m finding Helicopter orders to more often require items that I specifically have 0 items of. I may have 4-5 of every single item except for 2-3. Im now finding I need to keep 4-5 of each crop on hand as well to mitigate this.
Anyone else notice that these have been more dramatic over the last few months ?
The one thing I would immediately agree is that trains are asking for (more) big amounts of items, esp. crops. I had thought so myself, but - I think/thought it is related to levelling up. But to answer all:
1) Barn upgrade materials. - has always been imbalanced for me. Always had to wait in the end for the third. (not in the way that I had 5 - 6 only of the third (if I got that right?), while having like 150 of the others, though)
2) I did find that I’ve been accumulating more Tcash while playing less than when I would play more. - Not here. But I play daily.
3) Im finding trains to be more dramatic with their requests. - yes, but as mentioned, related it to levelling up.
4) I’m finding Helicopter orders to more often require items that I specifically have 0 items of. - Not here. But I can't remember the last time I had 0 of anything. Addition: All requests don't ask either only for what I have least of. But: they all ask for the same things, again and again, in my experience. I keep making the same things, and as soon as they are on the shelves, they have to go to helis, trains, planes, events or friends.
I think by this point it’s safe to say that Playrix has found a steady, bi-monthly/monthly source of income via the Experiments.
App publishers offering free apps with in-app offers will seek to get as close as possible to a subscription-based revenue stream. This allows organizational stability, financial flexibility/planning and the opportunity to pursue their passions by growing/expanding their enterprise(s).
I support Playrix through TS because I don't want to play Ghost Towns.
One of the other freemium games I play restructured their big monthly events into a pass reward system a few months ago. The sentiment on the forum is that collecting pass points is a poor substitute for collecting real task rewards and that it took a lot of the fun and motivation out of the events in that game.
Last week they did also add an actual subscription plan as well. Unfortunately, they priced it at $20/month, which would be substantially more than most players were spending on that game (or even for other entertainment, like Netflix) and sent most of us reeling in disbelief. I've often thought I'd be interested in a monthly subscription in games I play a lot, rather than getting nickeled and dimed to death, but $20/month is just too much to spend on any one game, even if it did include double storage.
No, Seaport. They clearly describe it as a subscription. It includes use of an extra big ship, free captains (who are used to add to or multiply cargos or crew size), double Warehouse storage capacity, and I forget what all else. They gave us a free preview for a week or so.
I only mentioned it as an example to reinforce the thinking that freemium game developers are trying to build steady revenue streams other ways, like passes and subscriptions.
Playrix: Their new steady source of Income || Experiments