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When Freemium Fails (WSJ article)
#4
I think that, rather than make cubes cheaper, they should raise the probability of success (rank increase or good lines).
People get frustrated and swear off cubing (for a while...) after they waste dozens of cubes on an item and it doesn't improve. You don't usually see "I used $100 worth of cubes and it didn't improve" but rather "I used 30 sooperdooper cubes and it's still epic".

Same is true for gach and all the other forms of in-game gambling. Reduce the amount of worthless "prizes" and more people would be inclined to buy tickets. And since the valuable prizes don't actually cost Nexon any more to produce than the junk, it's not like they're going to lose anything.
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Messages In This Thread
When Freemium Fails (WSJ article) - by Fumni - 2012-08-24, 10:55 PM
When Freemium Fails (WSJ article) - by Aircalibur - 2012-08-24, 11:09 PM
When Freemium Fails (WSJ article) - by Sorien - 2012-08-24, 11:43 PM
When Freemium Fails (WSJ article) - by SaptaZapta - 2012-08-25, 08:46 AM
When Freemium Fails (WSJ article) - by Satellite - 2012-08-25, 09:13 AM
When Freemium Fails (WSJ article) - by Polantaris - 2012-08-25, 10:00 AM
When Freemium Fails (WSJ article) - by Leaves - 2012-08-25, 10:52 AM
When Freemium Fails (WSJ article) - by Endgame - 2012-08-25, 12:02 PM

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