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And how many people have played Classic, and then decided not to continue playing because they didn't like what the server had to offer? If the motivation is to make money, you need to determine why people don't pick up the game after trying it, a group of players play infrequently, or even quit playing the game altogether after playing for a long time. Any smart business person would want to measure their market, and it isn't particularly hard to make those measurements. I guess Stephane doesn't have any market strategists to point that out to him.
It isn't as simple as "this kind of thing the most requests so we better work on it." You certainly shouldn't want to ignore your present market, but you also shouldn't ignore what will bring in a larger market and/or greater revenue. It's a common business mistake.
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It's all good saying that, but it's very difficult for a small team to balance working for new players vs. working for old players. Let's say for example we discover that there is a big dropout of players at the tutorial and we assume that the tutorial needs to be redone. The time it takes to redo the tutorial results in the existing players not getting new content, then when the tutorial is replaced people are like "wtf?" because it's not something that benefits them.
The same thing applies when it comes to holiday content. You're damned if you don't and you're damned if you do.