What quality of life improvements do you want?

To maximize downloads and player spending in the game, it’s essential to focus on several key aspects.

  1. Advertising and Support for New Players:

    • Effective advertising: It’s crucial to invest in attractive advertising campaigns that showcase the best features of the game, such as special events, new characters, and regular updates.
    • Support and mentoring systems:Implement a robust clan or mentoring system where veteran players can help newcomers. This not only retains novice players but also improves the game community.
    • Balanced matchmaking:Ensure that new players do not face much more advanced players to avoid frustration. Leagues or divisions could be established for players of different levels.
  2. Improving Revenue:

    • Attractive offers: Introduce cumulative promotions where players receive additional bonuses for larger purchases. For example, for every certain amount of gems purchased, they could be given extra gems as a gift.
    • Added value to paid gems:Differentiate paid gems from free gems by offering exclusive bonuses or early access to certain content, making the purchase more attractive.
    • Payment system updates: Regularly evaluate and renew offers and packages to maintain interest and adapt to market trends.
  3. Balancing and Game Renewal:

    • Increased equipment cost: Consider increasing the number of equipment slots from 16 to 18 and adjusting the equipment cost to encourage diversity in monster usage and prevent “mythic spam.”
    • Restriction list: Continue expanding and updating the restriction list to maintain balance and prevent players from becoming too comfortable with repetitive strategies.
  4. Introducing New Content:

    • New monsters and planned obsolescence: Regularly introduce powerful new monsters to maintain interest and ensure that players always have something to fight for or spend money on.
    • Updates and events: Maintain a regular schedule of events and updates to always offer something new and exciting that attracts both old and new players.

These strategies will not only help attract and retain players but also maximize revenue and ensure the long-term sustainability of the game.

@Dev_VKC ( ideas and opinions )

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or…and hear me out here…- just keep doing what u are doing. no need to reinvent the wheel.

Nothing’s being reinvented? This is just some generic advice lol, pretty sure devs know this already tho

What I would like is for the monsters that were compared in the store years ago to be sold because at that time they were useful but not currently (at least sell them for half the price).

I mean Poseidon, the moths (I don’t remember their names)
Also when you are a newbie you spend 20 tickets for example in Ankara and then you realize that it was a mistake
I’m sure it happened to several.

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One f2p player ( arajuna) did which both can only imagine.

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I think you raise good points in this post, particularly how the number of monsters that exist has increased over time and the effect that has on the game as a whole.

The shrine was a solution to the problem of mythics not being possible to awaken as a F2P, but it’s also what has accelerated the new (growing) problem of the competitive meta now being dominated by awakened mythics and that not appearing F2P-friendly. This isn’t really a problem in my mind other than it means the narrative in the community is negative. What I think the real problem is the enormous difference in collection size between older players and newly entering players. When we’ve got many thousands of gems worth of collection it takes so much for new players to catch up!

Asking for more gems from the shrine is not going to help the game. What it will do is further increase this divide between new and old players. For the current players it will feel good, but in 2 years we’ll have a bunch of new players complaining who have an even bigger hill to climb than what you’re experiencing.

What the company needs to do is provide more catch-up mechanics for free (and paid) players during their first year of playing. As the years go by these rewards should get larger and larger. For example, achievements and such that allow them to get some legendaries and awaken a couple of mythics.

Side note: Free players can awaken more than 2 mythics a year. From shrines alone they can awaken roughly two, plus they should get gems from actually playing the game. You can awaken enough as a F2P to be competitive, as long as you’re patient and smart with your hatching. It was always that way before mythics came along, and then has become that way again since the shrine started.

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I agree that the number of mythics that exist is a problem, and that is the key to the big difference between new players and old players, something should be done since new players feel overwhelmed and demotivated by the amount of mythical ones that are against those that compete, the whales will still be whales, but this mythical spam has spread beyond the whales

Where do you leave the pollito pio who was top 1 f2p With 1 awake

I do agree that by only giving more gems during shrine won’t solve all the problems, especially when it comes to new players, but something needs to be done to reward loyalty i.e. I have been playing the game since beta, we should have an account anniversary gift for every year you’ve had our account, be it a copy of a mythic of your choice every year or something of value. Loyalty is key for the longevity of the game and I feel it is underappreciated atm.

Ranked pvp should be divided into leagues and you can only choose to participate in one. So we have from rookie to elite. Rookie you are not allowed any mythics or something like that. You would still get smurfs playing their second accounts but at least there is a restriction to the level of monsters that can be used (no hr 30 accounts with mythic spam) and people get to choose every season which league they want to play and can’t change until next season.

Legendary potions should get one free swap every month or so. I have so many +9 rendered useless legendaries that it’s not even funny anymore and potions are becoming increasingly harder to obtain.

I have many more suggestions, but unless the devs are willing to shake things up a bit there’s not much that can be done.

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I think it’s a great idea to divide by leagues and that in the rookie league mythicals cannot be used

Just noticed that when writing my last post I added the example to the wrong paragraph (writing on mobile made it hard to edit). Sorry if that was confusing to read!

Kind of. Promoting loyalty keeps a healthy player base both in size and happiness. However, money is often gained much more from new players rather than older ones. So you need to have both angles covered.

In this game, experience (skill) and a large collection are crucial so it already rewards loyalty better than most games. HP boost is designed as the additional benefit. Something significant, but not so overpowered that it unbalances things. The help for new players is what I think lacks. There are some freely obtained monsters and some one-time deals, but I think there needs to be more catch-up mechanics and spread out over a fairly significant space of time (e.g. 1 year) so it encourages them to stick around.

This is a really interesting idea. My gut says it won’t work well, but maybe I’m just being skeptical. Having people choose their league is tricky. Also, not allowing mythics (presumably just awakened ones) pushes spenders to play against tougher opponents when they have no experience in how to play. That seems bad because they’ll view it as a punishment for spending and may be discouraged from playing PvP because they lose lots.

Me then arajuna then he maybe

Did the translation fail you?

kiillerdog, I used to play a game called last empire war Z, in that game every month a new world was created in which all the players started from scratch, this made the players wait for the opening of the new world since they could compete on equal terms with other players, this meant that every month many players and spenders invested time and money in the game since they were motivated to be one of the best players, this is what neo monster has to achieve and everything will change , already has a good base of p2w players but the growth would be exponential and what I can think of are leagues in which new players have the possibility of becoming top from the beginning

By the name of that game I’m guessing it’s one of those settlement building resource games where you attack other players. Those are a very well documented game system that follows a pyramid-style format (can’t remember the exact terms). They’re horrendously P2W and basically those new worlds are small ponds where people can make themselves the big fish until it later gets merged with a pond that has actual big fish so everything they worked for becomes almost meaningless. They’re just a cash grab that preys on people wanting to feel achievement, rather than the good quality, fun strategy game that we have here.

If what I’m thinking is true, I don’t think there’s much Neo Monsters should learn/copy from those. Letting spenders have some time being a big fish in a small pond is a good idea, to let them feel like their spending was worth it. That’s already done by separating low ranked players from the rest of the player base. We don’t know the full specifics of how that matchmaking is done, but in theory they should get to play against other new players until they’ve proven themselves too strong for that league, have ranked up higher enough or have played long enough.

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Indeed, it is like this as you are writing it, but the important thing is that you started with a lot of enthusiasm since you saw that you were competitive even when you had just started, this led to players investing time and money and getting hooked on the game. It wouldn’t be something like that. It would simply take you longer to compete with the big boys, and when you compete with them, a time will have passed in which your account will be competitive and you will have acquired a good learning of the game.

Sorry I just edited my post to add a second paragraph after you already replied. It basically says what I would reply with to you now

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@Dev_VKC This “Ocarino drought” for PvE players that happens once in a while really doesn’t feel good. There has been Time Attack, Balancion, Mythic Colosseum and now Defense of Verosia (maybe I forgot one) but none of those yield Ocarinos. Is it really necessary to go a month without Ocarinos in PvE?

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Shop sales:

Ingredients sales is soo not worth it, i think it should be a part of the normal purchase.

Another factor to consider would be the ‘mid-ranked players’ (above hr 100). All we have been considering is how to make f2p players below level 100 come up to the top. Now imagine a level 99 player gets a few perks. That will easily enable hime to go much above hr 100 players. Now imagine if the “perk” is getting a new mythic, then their team would be better too. Then actually, ppl who are above level 100 will become the new “noobs”. I also think that PvP would take a hit, especially in the mid-ranks. Ppl wouldn’t want to continue working hard and choose the easy way of life.

The league system is a good idea though.