>>128190856By content I was referring to maps and game modes yes. Right now it gets pretty stale after awhile, especially if the only thing that's really worth playing is CTF.
As for the consumer base thing. They're trying to base their marketing model off of LoL's success, which is why I compared it to them, but it works with just about any F2P game. Thing is the extremely heavy grind puts of new players. The lack of content drives this point further home and teamstacking completely demolishes the will to play. This means there will be a very low retention rate of new players, and of course not every player is going to spend money on the game. Their old model, their current model, and any model that puts players in a repetitive(LoL has asstons of champions and a bunch of items and whatnot to learn, so that's the appeal there) and oppressively grindy environment where they have to face those that already have their unlocks just ain't gonna work. People won't put up with that shit in the long run, and this is what they failed to learn time and time again with GA, which is why that ended up crashing and burning so bad.
And yes it's true, people will stick to what they like, but in this game it ENCOURAGES it(which only makes the default problem even bigger) and in fact basically demands it with the current system. The old system for example encouraged the use of multiple classes through the terrible idea of class experience. That was not a good way to promote variety. But the current system is obscene, which is why the game so drastically turned from gotta go fast to liter the flagstand with deployables from half the team and sit a superheavy on the flag. And it's going to likely stay that way even if they do nerf the defensive crap. Or at least it would if they didn't give all the people with excessive amounts of tokens basically everything at once. But people who had to actually invest in this shit WOULDN'T be able to change very easily is my point.