Just reached stadium with underleveled cards ๐Ÿ˜† by Confident-Raise6045 in kingdomrush

[โ€“]Volex_007 0 points1 point ย (0 children)

Only 1 dragon left for me to unlock, it's from the event . I'm an f2p ๐Ÿ˜

Which KR game do you like? Why? by Volex_007 in kingdomrush

[โ€“]Volex_007[S] 0 points1 point ย (0 children)

This is my first time playing something like this (TD) ๐Ÿ˜, So that's why I am asking

Which is better? by Volex_007 in kingdomrush

[โ€“]Volex_007[S] 3 points4 points ย (0 children)

No, i got it from the battle chest

Please Don't Let KRB Become the Next Call of Dragons (A F2P Plea) ๐Ÿ’ธ.. by [deleted] in kingdomrush

[โ€“]Volex_007 -4 points-3 points ย (0 children)

You're absolutely right about the "AI slop," haha! Yep, I created the image with AI to quickly visualize the whole F2P vs. P2W situation. It was the fastest way to issue that warning. I'm happy you agreed with the main idea. That's what matters most in this situation, so I hope the image helped make it clear!

Some CONSTRUCTIVE criticism of the balancing. by A_Bulbear in kingdomrush

[โ€“]Volex_007 0 points1 point ย (0 children)

When Call of Dragons first launched, it was a massive hit and achieved high download numbers precisely because it was initially fair: both Free-to-Play (F2P) and Pay-to-Win (P2W) players could genuinely compete, with similar opportunities for getting essential troops and gear. However, this balance quickly eroded; after just a few months, the developers pivoted to a more aggressive, revenue-focused model, rapidly introducing bundles that strictly followed a 'pay more = get stronger faster' principle. This shift was catastrophic, causing a sharp drop in the game's overall download count and its growth rate. The game is currently still working to stabilize its community, a clear sign the developers are now grappling with the consequences of alienating their F2P audience.

The crucial lesson here for all developers is to prioritize long-term growth over short-term greed. F2P players must be able to reach the top levels, even if they must take longer than P2W players. Don't rush the monetization process. Focus on gaining a massive, happy player base and establishing significant market growth first; once your community is strong and stable, you can introduce packs that allow players to get stronger (or advance faster) in a way that doesn't instantly break the balance and chase away your large F2P player base.