320$ each month for a 6* ascension come on....
MiniMF
Member Posts: 848 ★★★★
40$ only for 25 dust T2 is a bit overpriced if I wanna be honest.. I'm afraid for cyber now NGL !
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Hope this helps
@MiniMF Off topic, why do you have two batteries in you picture?
Must be targeting a different market I guess.
I'd rather spend 320$ on cyber / X-MAS or even unit offers. Its like an ascension 6* would be worth almost 11k Units. Would you spent 11k units for a 6* ascension ? i personnaly wouldn't but obv i agree that big whales will buy those
Time is ticking though, 6 months down the road and not even the blubberiest whale would consider it.
The very first offer for T5B was 4500 shards and was $99. There wasn't even anything else included with that offer.
But, you say, way more people would buy at the $50 price point. And that's probably true, so let's say that ten people are willing to buy at $50 and only one is willing to buy at $200. If you sell at $200 one person buys and you make $200. If you sell at $50 then eleven people buy and you make $550. That seems better.
But the best strategy is to sell at $200 now and say that this is a chance to get that crystal early. One person buys and you make $200. Then six months later you sell that crystal for $50 and ten people buy and you make $500. You end up making $700. You make more money this way, by selling to the whales first, and then everyone else later. And notice you sold the same eleven crystals.
That's how many F2P games are monetized, particularly this one. You have to give value for people's money. The obvious thing you can offer is things, but there's another thing you can offer: time. When you tier offers by time you can sell things at a higher price to people who are willing to pay more, and then sell those same things at a lower price to people who can afford to pay less. In a certain sense, eleven people got crystals for $50 a crystal, and one person bought six months of early access time for an extra $150.
The net result is that you end up making more money selling fewer things, which reduces the impact of spending on the game economy. When you sell things, the more money you make the more stuff enters the game. But when you sell time, you make money without adding more stuff to the game. You instead offer a temporal advantage. And temporal advantages by their very nature expire quickly, which means the impact they have on the game also evaporates quickly. Which is another way of saying you can get people to spend a lot of money to support the game while not handing them any permanent advantage that other players will complain about in the long run.