Here's a bunch of random thoughts of mine from reading posts in this topic over the past few days.
I remember reading that in most F2P games, it ends up being that approximately 10% of the people who start an account spend money, and 10% of those people spend about 90% of the money that the company receives. I can totally see the practice of not making items super rare would make the people who invest heavily in these items want to leave, which would probably cut out some of these big spenders and make SK lose money.
But most F2P games follow the model of making some items super rare and expensive. Is that the only sustainable way to keep a f2p game alive? I'd really like some first hand data of the income that these kinds of games make... But I probably never will, along with most of the people here. So time for more speculation woo
I can't imagine spending thousands, or even hundreds of a f2p game. I think I'm close to 60 dollars or something, which factors in greatly when I think about spending more money. That said, I can see more people willing to buy a rare costume for 50 dollars than a really rare costume for hundreds of dollars.
What I find really amusing about sk is how costumes bind when you wear it. You have to choose right from the start if you're getting something to sell or getting something to wear. So I can see why the people who have items for the purpose of selling get pissed off when the value of their items drops without warning. But what is the happiness of those who play for profit compared to the happiness of those who are playing and want new shiny things? Does the net happiness of the game increase when more people feel like they have access to super cool costumes? Or do they have to pander to the 1% who gives them so much money? If they haven't started to yet, will they be forced to soon?
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Uh... as for the actual topic and OP, I agree with the four end points of the post, with the exception of how much of an impact the first entire set of stuff you posted was. If an item was worth 60k ce, and it sold to someone else for 80k ce, then ooo makes 20k ce, through a roundabout way n whatnot, but thats true enough. But if they release a second one, and it lowers the price to 40k ce, then ooo makes 40k ce instead, doubling immediate profit. Of course, its not a very good example, since there are many more factors n crap, but the highest profit definitely isn't from lowest supply, at least in general economic terms.
But we're not in general economics. We're in a f2p game. Where people can throw thousands of dollars into a game in attempts to make even more money back out at some point. I'm not one of the big spenders by an enormous margin. Nor do I ever want first hand experience of it.
Which leads me to an important question for you, chris. Why are you still buying promotional packs? You have over 200k ce. Why do you need more?
EDIT: oh yea, I forgot to make a point. Neodasus actually bolded a point I wanted to make.
I've bought CE during the 2nd rose promo, stranger hat promo, and now the wings promo. I've also bought CE occasionally along the way.
I gain at least 5k ce a day off merchanting, some days up to 40k.
@ Martin, there is no problem with this if rose sets were always bound when acquired. People have bought and sold sets for 40k-80k ce. Releasing them for $10 again would just be laughing in the face of every person who spent $200 to get the costume. These are the highest paying players - most of the reason this game still exists - and this game cannot afford more to quit. We get updates little enough, I can't even imagine what would happen if Three Rings started to make even less money. Eventual game shutdown and loss of every penny of every person who has ever bought CE.