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Mechwarrior Credits - Price Point Losing Them Revenue?
#41
Posted 12 December 2012 - 04:19 AM
EVE online with their 80$ monocle is the *** end of the spectrum.
If things were cheaper and I could put skins and camos even on hero mechs and founders I'd blow money like an badly recovering addict on mountains of coke for LOADS of camo skins.
And gimme a hot pink camo skin and teddy ears for my Atlas dammit.
#42
Posted 12 December 2012 - 04:22 AM
Yeah I dropped $120 on this back on the first day of founders, but currently I'm not going to open my wallet again until it seems like I'm getting some value for money on MC transactions. Hell I'm even holding out on activating my premium time until I the game is a little more stable and there are more features.
PS2 I bought alpha squad for $40, within a week of release I had spent another $80 on station cash just to buy vanity items and weapon unlocks (which can be unlocked with in game currency).
EDIT: I'm an older gamer that has plenty of disposable income. I typically spend around $100-$200 a fortnight on games.
Edited by roguetrdr, 12 December 2012 - 04:23 AM.
#43
Posted 12 December 2012 - 04:35 AM
#44
Posted 12 December 2012 - 04:39 AM
8CH Trooper, on 11 December 2012 - 04:57 PM, said:
Everybody keeps saying things like this without actually having access to the sales numbers. What exactly makes all of you so sure that it ISN'T a success?
One of the devs said that the YLW was a huge success, and I'm inclined to agree given how many of them were seen in game. I played a match a few days ago where out of the 16 mechs present, THREE of them were muromets.
I know it's fun to pretend that nobody is buying MC or hero mechs, but based on what I actually see in-game that's simply not the case. Arguing that PGI doesn't understand economics and should adjust their pricing downward when you have literally ZERO sales data is absurd...maybe they should be adjusting the price UPWARDS in order to bring in more revenue? Have you conducted a pricing trial to find out? No?
I feel like there's a lot of people on these forums who are starting to figure out basic economics and are desperate to share their new-found realizations with the world...why else would any rational person assume that nobody at PGI has heard of a demand function or a revenue curve? Everyone I know with a computer science or engineering degree has taken at least one economics class, and that sort of thing is covered in like the first week.
#45
Posted 12 December 2012 - 04:43 AM
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
Edited by Chief 117, 12 December 2012 - 04:44 AM.
#46
Posted 12 December 2012 - 04:49 AM
#47
Posted 12 December 2012 - 04:52 AM
John Horrigan, on 12 December 2012 - 04:49 AM, said:
Let us hope that happens before the Clan Wars. According to my calculations a Daishi will cost more than 50$
Edited by Chief 117, 12 December 2012 - 04:52 AM.
#48
Posted 12 December 2012 - 04:57 AM
aspect, on 12 December 2012 - 04:39 AM, said:
I think alot of the guys in Hero mechs are founders who still have their Original MC and are currently unaware of the dollar conversion of MC. That'll start to change when people zero their MC accounts.
Next time you see a muromet driver ask him if he knows the dollar value of his mech.
#49
Posted 12 December 2012 - 05:02 AM
Almeras, on 12 December 2012 - 04:57 AM, said:
Yea, as long as I have the founders cash it's easy and the prices they have are bloody steep if we convert them.
30 USD for something that gives:
+30% cash
-Different Slot layout
-Inferior Slot layout (compared to some of the regular mechs)
Basically you pay 1 USD per percentage.
#51
Posted 12 December 2012 - 05:07 AM
Mechwarrior Buddah, on 11 December 2012 - 04:44 PM, said:
Specially for a Hero we have never heard of in 28 years of lore. I'm sorry PGI and other DEVs. But this game has a plethora of Heroes we have grown up with reading about. It cannot be helped that you don't have the selection of chassis that will give you the good heroes to choose from.
I Paid $25 for a Unique Orion that also came with Gen. Kerensky (so 2 minis)
I Paid $20 for a Jumping Hatchetman (normal Hatchetman was $13)
i think $30 is a bit much. Specially for a hero we never heard of.
#52
Posted 12 December 2012 - 05:26 AM
#53
Posted 12 December 2012 - 05:35 AM
Jetfire, on 12 December 2012 - 04:10 AM, said:
However Paint needs to be MC to unlock colors and patterns, CB only to repaint.
Vanity items need to be in the 50 cent to 2 dollar range, especially if you expect me to deck all my mechs in banners and bobbleheads. They need to be impulse buys, ie, micro... transactions. If it costs more than a bottle of soda, I am pretty sure you can cease thinking of it as "micro".
Skins for your unlocked champions in LoL cost between $5 and $14. They are 100% vanity items, and cannot be customized like camo, and cannot be purchased with anything but real money. Out of every 5v5 game I play (not at the high levels), there's 3-5 people using skins on the champion they happen to be playing.
Also, LoL is certainly the most successful F2P title ever.
*shrug*
Edited by aspect, 12 December 2012 - 05:36 AM.
#54
Posted 12 December 2012 - 05:41 AM
Edited by Palmtree, 12 December 2012 - 05:42 AM.
#55
Posted 12 December 2012 - 05:48 AM
Gnuz, on 12 December 2012 - 02:03 AM, said:
*Maybe*, if it came with a tabletop mini delivered by courier. I dunno what PGI are thinking atm.
IM thinking theyre thinking "if this is too pricey for you, this game aint for you"
Or thats what I get from the price scheme
aspect, on 12 December 2012 - 04:39 AM, said:
One of the devs said that the YLW was a huge success, and I'm inclined to agree given how many of them were seen in game. I played a match a few days ago where out of the 16 mechs present, THREE of them were muromets.
I know it's fun to pretend that nobody is buying MC or hero mechs, but based on what I actually see in-game that's simply not the case. Arguing that PGI doesn't understand economics and should adjust their pricing downward when you have literally ZERO sales data is absurd...maybe they should be adjusting the price UPWARDS in order to bring in more revenue? Have you conducted a pricing trial to find out? No?
I feel like there's a lot of people on these forums who are starting to figure out basic economics and are desperate to share their new-found realizations with the world...why else would any rational person assume that nobody at PGI has heard of a demand function or a revenue curve? Everyone I know with a computer science or engineering degree has taken at least one economics class, and that sort of thing is covered in like the first week.
dev alt detected
j/k
#56
Posted 12 December 2012 - 05:53 AM
It's been mentioned before that the crux of the F2P model is impulse buying. The audience this game caters to must be rich indeed, $30 is not a sum of money I can impulsively drop. $5 dollars, yeah. $10, maybe, if the item's good enough.
Wizard Steve, on 12 December 2012 - 02:10 AM, said:
Lol this thread is the data--users making it known that the pricing of the game prevents them from purchasing its items. I think the overall aim is to attempt to convince PGI that their demand function at this point in time is elastic, and they could likely boost revenue further if they reduced their prices.
#57
Posted 12 December 2012 - 06:06 AM
#58
Posted 12 December 2012 - 06:18 AM
Edited by Bluten, 12 December 2012 - 06:23 AM.
#59
Posted 12 December 2012 - 06:57 AM
I just wish the hero mechs money making efficiency was as high as WoT premium mechs ( rougly 3 times more than current)
#60
Posted 12 December 2012 - 07:03 AM
Asmosis, on 11 December 2012 - 04:58 PM, said:
This also means we're smarter with our money (on average) with years of wisdom. Not to mention some have kids, college tuition, wives, etc. In a down economy am I going to spend $25 on a Ilya or feed the family?
$7 for Xmas lights? Seriously?
$1-2 for items like this tops and you'd sell a lot more.
The worst part of this is the casual/new user's are stuck in trial mechs for 100+ matches before ever being able to utilize this so the ONLY player you're able to sell these to are the founders/hard core fans. The free to play model is all about offering up these types of purchases to the masses not an exclusive club.
PGI has screwed up with their pricing model, not once but twice. Forcing players to pay for premium or initial mechs is killing the new player experience and literally turns MWO into a pay to play game. That was the first mistake and now it appears they have shifted to selling cockpit, skins and cammo items to make money only it's priced like the dreaded monocle.
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