I find those answers both “reasonable” and unacceptable, oddily. It’s obvious they are not working on a game for charity, they have to have a revenue from it, so all that “game economy” talking is no surprise. But putting the revenue above everything else is, at least, incredibly shortsighted, if not counterproductive at all. And i’m stating that not as a customer, but as someone who runs an activity and is in their same position. Of course i don’t run my activity for charity nor to please or let someone else have fun, i do it to earn a living, so my purpose is to gain money. But i cannot (and i have learnt that the hard way) put the revenue on top list above everything else in every aspect of my job. As simple as it is, because my revenue comes from my customers, depends on them and if my customers are unhappy/unsatisfied with my services, they will go somewhere else. Earning money by selling products and listening to customers’ need/requests just go hand in hand and are equally fundamental: because a customers whose requests are satisfied is a guarantedd recurring customer, a customer whose requests are constantly neglected is a lost one, because there is no doubt someone else, somewhere else, selling the same products, maybe even at a higher price, but caring for their clients and making sure they have the best experience possible.
Just as an example (citing what of my activity is more similar to the “new content is more important than qol blablablah”): i could have the widest range of products available, one unparalleled in my area, and i could even add to my catalogue new shinier products every single week, but if my delivery standards are untrustworthy (delayed, late, packages ruined etc etc), my customers will flee and buy from someone with far less products, who sells at higher costs, but whose delivery standards are guaranteed and flawless. The widest range of products is what brings me money. The delivery standard is the qol that doesn’t earn me anything (on the contrary, is an economic burden on my shoulders). But without the latter, there is no former either. Not undestanding this and going straight for my road and my beliefs means i’ll be very rapidly going alone on that road.
(On a not so side note, if a qol aspect of my business is flawed, i cannot wait years to fix it, or by the time the fix comes, my clients won’t trust me anymore…)
That said, there are two interesting aspect, to me, emerging from Q&A: since they rely so much on data collected from the whole playerbase, if a great part of the playerbase will avoid playing the aether quests and not limit break any hero, would they consider this feature a mistake and act consequently (aka get rid of LB)?
Seconldy, the very mellow power creep. Very mellow would be adding a family bonus first, a passive ability then, raising base stats thirdly, creating more powerful skills after. Not adding all those alltogether. That’s not very mellow, that’s abrupt.