Toxikk is not "a flop". Neither commercially nore relevance wise: As said before it has almost .5 million installations and around 1k unique players per day. These numbers aren't Call of Duty, but still waaaaay above the average indie title. If you say games with such figures are a flop, 90% of all games on Steam are "flops".
However, you're right... I'm a bit of a retard and yea, player retention IS an issue. We realized the latter early on and added the whole MXP stuff and unlockable things (achievements etc. are standard anyway). But it didn't really help a lot. One point is that Arena FPS matches are usually quite short. So, players don't "stack up" over the day (or even over hours). You can have 300 unique players in one hour, if everyone only stays for 10 minutes, You'll have CCUs under 100. It's not really easy to come up with a solution...
You say "there are server problems"? What do you mean by that? And why should the free edition cause confusion? It helps people to get into the game without a paywall. Progression is locked off for Bootcamp (not for Contracts) to motivate people to play on the servers. Not sure about the "dodge jumping uphill" thing, but do you really think that this might be a key for player retention?
Gecko wrote:I might sound harsh but I'm just trying to help.
You don't sound harsh. Your constructive approach shines through your personal insults.