

Well Done, Pgi
#21
Posted 08 September 2014 - 07:24 AM
All these ideas and hundreds more were ignored by PGI constantly for 3 years to make it easier for players to use there UI system for anything even MC purcheses.
#22
Posted 08 September 2014 - 07:35 AM
Edited by Appogee, 08 September 2014 - 07:37 AM.
#23
Posted 08 September 2014 - 09:54 AM
It's not a question of not reading, it's a question about missing information.
#24
Posted 08 September 2014 - 10:00 AM
#25
Posted 08 September 2014 - 10:20 AM
Deimir, on 08 September 2014 - 06:45 AM, said:
No, I knew that I was paying 750 MC. I was fine with paying 750 MC for what I thought I was getting. The part that's not shown in the UI is that the Unlock function is limited to the variants of a single Mech chassis.
Ah, yeah I agree with you there. That should be clearly spelled out, or better yet just have it be a universal unlock.
#26
Posted 08 September 2014 - 11:01 AM
The only reason stuff costs so much is because the playerbase as a whole has obviously proven that enough people will pay those prices. Apparently, that's enough of a revenue stream to make PGI happy or they would change it. It also means when they have sales it's still really expensive but it doesn't feel like it so it's a psychological marketing trick.
#27
Posted 08 September 2014 - 04:46 PM
Roland, on 08 September 2014 - 06:58 AM, said:
As it is, I don't bother buying camo.. so PGI loses money.
Lord knows I would have spent a LOT more money on this game if the specs worked like colors do.
#28
Posted 08 September 2014 - 06:16 PM
TheCaptainJZ, on 08 September 2014 - 11:01 AM, said:
The only reason stuff costs so much is because the playerbase as a whole has obviously proven that enough people will pay those prices. Apparently, that's enough of a revenue stream to make PGI happy or they would change it. It also means when they have sales it's still really expensive but it doesn't feel like it so it's a psychological marketing trick.
I don't know if the game could have been financially succesful with a standard pay up front business model, but I really wish it had been. F2P as a concept seems great, but I'm tired of being asked to spend the same amount of money on individual items that a fully fledged intact game cost me ten years ago (usually on things that wouldn't even be an issue in a game that wasn't F2P). Also tired of seeing micro-transactions (if you can call 30 bucks for a single digital item a micro-transaction) negatively impacting the design of other wise fun games. Even systems as unimportant to gameplay as aesthetic ones. Though you could argue if they hadn't turned the mech camo and paint system into an overpriced micro-transaction system, it could have been something designed with gameplay value in mind - setting up camo templates for specific environments.
Edited by Quxudica, 08 September 2014 - 06:18 PM.
#29
Posted 08 September 2014 - 06:30 PM
Deimir, on 07 September 2014 - 11:36 PM, said:
Truly, ingenious business practices PGI.
Of course, looking it up afterwards, I find that it was announced back in February of 2013 in this buried command chair post (and also mentioned briefly in one of the 'new player' videos which still hasn't been updated for the new UI). Great job hiding it there instead of making it clear in the ingame UI, or else people wouldn't fall for it.
Again, I really am impressed with the level of sheer commitment to profit it took to pull this off.
Contact support. Explain the situation, I know they have refunded stuff like this in the past, but usually on a case by case basis.
#30
Posted 08 September 2014 - 06:42 PM
PappySmurf, on 08 September 2014 - 07:10 AM, said:
We tried to tell PGI to go 50% less on everything and 70% less on mechbays and bling items(Camo-in cockpit items-colors-etc.) as a standard practice but it was ignored as with 99% of all intelligent topics and post will be automatically flushed into the big KTOWN toilet.
Requesting that PGI make less money is not an intelligent request. It's actually a stupid request.
Edited by Xmith, 08 September 2014 - 06:44 PM.
#31
Posted 08 September 2014 - 06:48 PM
Xmith, on 08 September 2014 - 06:42 PM, said:
It is if they make the same amount by selling in Quantity, making more people happy. That actually works and tends to loosen their wallets more since they get more for their money spent.
#32
Posted 08 September 2014 - 06:59 PM
Xmith, on 08 September 2014 - 06:42 PM, said:
Actually they would have made more money if they had lowered the prices. I only have 2 -TWO- hero mechs right now, because of their high prices. If they had lowered the prices, I would have purchased pretty much all the hero mechs, probably. THAT is a LOT more money than 0 dollars. (each hero is costing more than 15 dollars sometimes, I bought 2, that should be 30 dollars. If each hero was just 10 dollars. I would have spent over a 100 dollars just on hero mechs.)
#33
Posted 08 September 2014 - 07:54 PM
#34
Posted 08 September 2014 - 09:31 PM

Functional math: if something costs $20 each and trending purchase volume is 20 units per month... selling them for $10 rarely makes more money because in order to net profit you need to sell more than double your purchase volume to net the same GP.
Pricing things too cheaply results in it losing it's intrinsic value resulting in "sales" loose their "teeth" in terms of spurring value driven purchases...
#35
Posted 08 September 2014 - 10:11 PM
Quxudica, on 07 September 2014 - 11:42 PM, said:
[snip]
Lackluster? *falls about laughing*
#36
Posted 09 September 2014 - 01:38 AM
DaZur, on 08 September 2014 - 09:31 PM, said:
That's the problem though. You don't have a static purchase volume that justifies keeping it at that price. On the other hand, you have hundreds of potential buyers that are not buying because of the price wall. If you lower the cost to 10, your purchase volume can increase (no exaggeration here), to triple it's current size. Meaning that you will make 600, instead of the 400, if not on top of the 400.
That's the logic behind it. The guys that were going to buy it, are going to buy it anyways, even when made cheaper (in fact, they might use the extra money to buy more things), while the guys that weren't going to buy it, will actually buy it, adding to the number of sales.
#37
Posted 09 September 2014 - 06:03 AM
IraqiWalker, on 08 September 2014 - 04:46 PM, said:
Lord knows I would have spent a LOT more money on this game if the specs worked like colors do.
No in theory you would spend a lot less... On average. (and by you i mean the customer... not you specificity)
As for your 100 potential buyers... They are smoke and dreams until they actually buy. And if they reduce the price and said 100 do not materialze. They are twice as screwed.
Guess what option that makes the most financial sense.
Edited by AlexEss, 09 September 2014 - 06:04 AM.
#38
Posted 09 September 2014 - 06:32 AM
AlexEss, on 09 September 2014 - 06:03 AM, said:
No in theory you would spend a lot less... On average. (and by you i mean the customer... not you specificity)
As for your 100 potential buyers... They are smoke and dreams until they actually buy. And if they reduce the price and said 100 do not materialze. They are twice as screwed.
Guess what option that makes the most financial sense.
They aren't likely to drop now, but if done from the start, they would have made more cash with quantity and gained much good will, prompting people to buy more. There is a science to price points and discounts. It isn't some random concept. Perhaps in their case it is, but there is lots of knowledge behind what works well and what barely works. Creating a "prestige" product for a VERY niche game due to price point is....odd.
There's a reason why Darkfall, a great game always had a low population. Yes, it was a hardcore pvp game and niche, but you had to purchase the game and also pay a monthly sub. It priced out so many people with that alone. Sad really.
Edited by KOMMISSAR KITTY, 09 September 2014 - 06:34 AM.
#39
Posted 09 September 2014 - 06:36 AM
NeoCodex, on 08 September 2014 - 12:58 AM, said:
How it works however (why they 10x are more expensive) is that if you change your one shot to something else you cannot get it back, but if you have it unlocked you can change camos on that chassis as many times as you want.
Serously..... thats the way it works.... I'm here every weekday and i definitly missed that....one or two camo skins would be the only thing to get me to open my wallet agin. This should definitly be clarified in the mech lab.
#40
Posted 09 September 2014 - 06:39 AM
ex. Buying the Buccaneer camo for my CPLT-A1 should let me use it on my Jester, C4, and C1
Edited by xeromynd, 09 September 2014 - 06:42 AM.
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