I understand this, but I entirely maintain my point. Making Artifacts unlockable on Alts does not significantly decrease revenue. I personally suspect it increases revenue. For a player to level an Artifact, it still costs the exact same amount of money. A new expansion comes out? You have to pay to level the new artifact. None of that is lost. Literally the only situation where any revenue is lost would require: - Player levels an Artifact on one character. - Player wishes to level that exact same Artifact on a second character. - Player would have done this through the spending of large sums of money to advance this alt. That is the only scenario where any income is lost. All three of those conditions have to be met. - If the player has not previously leveled the artifact, they still have to. The cost is the same. - If the player wants to level artifacts for an alt, but those artifacts are not the same ones leveled on the main, they still need to be done from scratch. The cost is the same. - If the player would have leveled this alt's artifacts without spending significant money (using free drop Nth Metal, for example, and not caring about getting it done fast because Alts are unplayable). No revenue was previously going to be gained, so no revenue was thereby lost. In contrast, the following conditions create MORE income. - If an alt suddenly becomes a playable option, for example with two useful unlockable Artifacts, then paying for a third suddenly makes a lot more sense. - If an alt suddenly becomes a playable option, then leveling Artifacts of other roles suddenly becomes useful, giving people a reason to level Artifacts that otherwise would have been ignored. - If a large scale change of the game allowed players to effectively play more than a handful of characters, then Subscription model presenting 10 extra slots actually holds value. When players subscribe (and remain subscribed) to keep access to these alts, they become a source of ongoing revenue. - If an alt were to be made endgame viable, the player immediately also has a need for skill points, meaning a further investment into Replay Badges that otherwise would be ignored since the character cannot be viable without Artifacts. The perfect storm of conditions for losing money just isn't happening frequently. Most people simply do not bother with alts in their current state. The proposed changes, by making alts playable, increases the value of having alts. It makes spending money on them actually worthwhile. It's the question of the $100 hamburger versus the $2 hamburger. The community will spend more money if they feel like they are getting more value for that money. Right now, spending money on alts serves no purpose, because alts are just unplayable without hundreds of dollars. But if the cost of a viable alt became more reasonable, let's say $20 instead of $500, then substantially more people will do it. And when more people do it, the end result actually makes more money. As a small business owner, I'm sure you understand how profit margins work. Companies like McDonalds and WalMart make billions on penny-margin expenses, making literally just pennies of profit on items, but selling the items with such bulk that the profit massively adds up. And, as I was pointing out with digital purchases, the digital items have no intrinsic cost. It is not a physical item that has to be paid for. Whether they sell 1 of them, or 10,000 of them, the cost for developing the item is the same, and there is no additional expense for selling more. Instead, selling more is flatly increase in profit. With digital items especially, cheaper price tags result in higher volume sales which leads to higher overall profits. It's better business. I don't argue against Dimensional Ink making a profit. This business is their job. However, they can make MORE profit while also treating their customers better. And sometimes, shockingly, when you treat your customers better, you actually get more customers.