I've never understood why the value escalates. I'd rather have a limit of 10 at a certain price than 17 at an absurd price. I think its terrible marketing strategy. Let us by 20 at a set price and call it a day. You make more sales we get more of what we want everyone wins.
Again, my point over looked? Am i the only one who recognizes this shift is costing 220 4 star shards every 4 opened? The only one that recognizes that over time (if anyone was paying attention) that translates upward...to where we come to escalating shard price offers, tiered shard offers, awakening offers... and no one has noticed this but me??? As Mugatu says in Zoolander! "I feel like i am taking crazy pills!"
It's like somebody broke in your home, took something from you and then had the nerve to come back and sell it back to you 'cause you didn't know he took it...
Price probably escalates the more you want to buy because that way all the “big fish” just can’t (or won’t) automatically just max out all the good stuff. It lets a lot of people be able to buy “some” stuff, without it meaning that a select few would be able to really rake in the goods.
I've never understood why the value escalates. I'd rather have a limit of 10 at a certain price than 17 at an absurd price. I think its terrible marketing strategy. Let us by 20 at a set price and call it a day. You make more sales we get more of what we want everyone wins.
This presumes the objective of the pricing is to sell as much as possible. As I keep saying, that's not the case. But everyone who insists on believing this false premise keeps getting bewildered by the way the game prices things.
The escalating price is to make it incrementally harder to get even more stuff. So players who just want a little pay little, those who are trying to push higher have to push even harder with each step forward. This acts to compress the range of benefit for increases in currency. This is not common practice for Costco, but it is common practice for game balancing.
Game Balancing lolololol. Yeah the whales get farther and farther ahead cause they can afford it at any price, but for the casual or even somewhat serious spenders cant even think about keeping up at the cheese eating prices Kabam throws out there daily. I thought this feature item store week event was guna be something nice for the players after all the backhanded trash Kabam has pulled last couple months, but silly me, Kabam do something for us lol.
There's no price where you can keep up with someone capable of spending an unlimited amount of money. If your imaginary opponent has unlimited funds, price is completely meaningless.
Game Balancing lolololol. Yeah the whales get farther and farther ahead cause they can afford it at any price, but for the casual or even somewhat serious spenders cant even think about keeping up at the cheese eating prices Kabam throws out there daily. I thought this feature item store week event was guna be something nice for the players after all the backhanded trash Kabam has pulled last couple months, but silly me, Kabam do something for us lol.
There's no price where you can keep up with someone capable of spending an unlimited amount of money. If your imaginary opponent has unlimited funds, price is completely meaningless.
Of course a whale will.always outspend the casual spender but if the prices weren't so outrageous then the casual players could afford more which would in turn allow them to stay a little closer, rather than the gap growing exponentially by the week, esoecially cause most quality items are locked behind paywalls to begin with.
I don't see how this doesn't violate the basic rules of arithmetic. If someone spends ten times more than you, they will always buy ten times more stuff than you. There's no price where they buy less than ten times more, and there's no price where they buy exponentially more. They always buy ten times more.
What prices do affect is how much stuff that actually is, which is important because buying things isn't the only source of stuff. Gameplay generates stuff. When prices are high, everyone from whales to small timers gets less stuff, and the value of the stuff they get from gameplay is proportionately higher. If prices are low, everyone from whales to small timers get more stuff, and the value of the stuff they get from gameplay is proportionately lower. And the players that really get left behind are the free to play players, who fall behind all buyers. The lower prices are, the farther they get left behind, until they decide to stop playing or even joining the game. And since most paying customers start as free to play players in the F2P games industry, cutting them off is killing your game.
I'd say this is Monetization 101, but I think this is something that should be obvious to anyone that wants to attend Monetization 101.
Comments
The escalating price is to make it incrementally harder to get even more stuff. So players who just want a little pay little, those who are trying to push higher have to push even harder with each step forward. This acts to compress the range of benefit for increases in currency. This is not common practice for Costco, but it is common practice for game balancing.
What prices do affect is how much stuff that actually is, which is important because buying things isn't the only source of stuff. Gameplay generates stuff. When prices are high, everyone from whales to small timers gets less stuff, and the value of the stuff they get from gameplay is proportionately higher. If prices are low, everyone from whales to small timers get more stuff, and the value of the stuff they get from gameplay is proportionately lower. And the players that really get left behind are the free to play players, who fall behind all buyers. The lower prices are, the farther they get left behind, until they decide to stop playing or even joining the game. And since most paying customers start as free to play players in the F2P games industry, cutting them off is killing your game.
I'd say this is Monetization 101, but I think this is something that should be obvious to anyone that wants to attend Monetization 101.