Another one is rotating pre-built grab bags of cards that last a week on a shop and rotate every week.
MysteryMan wrote:Urkredel wrote: If we reduce the cost by 10% the stats show that we actually lose more than 10% of sales because people buy less - and still doesn't solve the overlying issues with the model.
Hmm, I'm taking this to mean that players buy less because they're getting more product for less money? Or perhaps they buy less because they more easily manage to snag the cards they want? I'm not sure what you mean by that. If prices are lower I would think players would want to buy more product, not less (or at the very least, the same amount). Of course, the way to maximize profitability would be to find the sweet spot between the number of products sold and the total cost of the product, so maybe you mean that even with the increase in the amount of products sold you're making less money.
But yea it would be helpful if this were clarified , since I'm thinking there are a couple different explanations for it (all of which I'd imagine would require different courses of action).
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