Quote Originally Posted by Sacae View Post
3 dollars cashback is 25% of a basic sub. You're suggesting they give away 20-25% of their income from subscribers.
That's not accounting for purchases that wouldn't have otherwise have been made without the cashback. 25% income also assumes everyone will make a purchase, they won't. In fact the majority won't. It's about finding a balance. Would getting players who wouldn't have otherwise have bought something from the store offset the loss from subscription revenue? It's a pretty complex problem which I obviously can't answer since I don't have access to their data, but I will say that lots companies will dedicate BI and marketing teams to determine the ROI for questions like that so it's not unfeasible.

But to answer the OP, most of stuff like that I think can be seen by customers in two ways.

1. An extra value proposition for customers.
2. A cheap attempt to increase or maintain revenue.

If goodwill is high, most people will see it as option 1. If it's low, most will see it as option 2. Personally, I'd see it as option 2 because I don't want a Twitch sub (I don't use Twitch) or more crap from the stores. I want more engaging content in-game.