SkaraMinoc wrote: »I personally need ZOS to make more money so they can provide a quality gaming experience. Currently PvP does not meet my quality expectations and I would like to see more revenue steered toward improving that experience.This means I need the crown store to exist and I need whales to support ZOS. The limited availability and relatively high cost of items does mean some players will be unhappy.
If there was a way for ZOS to generate more revenue while keeping everyone happy, I would support that.
AuraStorm43 wrote: »Its not all cosmetic there’s quite a few non cosmetic items on there, some of which take advantage of new players
I think that spreading the word about that to new players is part of the responsibility of the community. As was noted elsewhere, ZOS marketing is about marketing what they sell, not about marketing options to avoid buying what they are selling. It would be nice if ZOS marketing of Crown items did not make it sound like their stuff is the only game in town, but I don't generally consider this to be common for someone writing marketing material.
Outrage was not productive, but making sure that new player guides, comments, retweets, etc, mention alternatives will at least help.
ive_wonder wrote: »1. FOMO, aka limited availibility items.
I'm pretty sure it's not worth it and ZOS is shooting themself in the foot with this, if all items were available at all times they would make much more in a long run. (HOUSES the worst offender)
RicAlmighty wrote: »ive_wonder wrote: »1. FOMO, aka limited availibility items.
I'm pretty sure it's not worth it and ZOS is shooting themself in the foot with this, if all items were available at all times they would make much more in a long run. (HOUSES the worst offender)
They absolutely would *not* make much more, in fact they would make less. There is a great GDC talk on this. The limited nature of the items is what spurs people into action. They buy specifically because they know it's going away. If things were always there, people would put it off, knowing they can get it at anytime because it will always be there. This is a very well-researched psychological phenomena and Zenimax has an entire staff dedicated to perfecting the sell-through rates of the Crown Store. Do you honestly believe they are just doing it out of spite and leaving money on the table? No, of course not. This is exactly what they want to maximize revenue.
If people stop buying them, that will send the loudest message possible
ive_wonder wrote: »RicAlmighty wrote: »ive_wonder wrote: »1. FOMO, aka limited availibility items.
I'm pretty sure it's not worth it and ZOS is shooting themself in the foot with this, if all items were available at all times they would make much more in a long run. (HOUSES the worst offender)
They absolutely would *not* make much more, in fact they would make less. There is a great GDC talk on this. The limited nature of the items is what spurs people into action. They buy specifically because they know it's going away. If things were always there, people would put it off, knowing they can get it at anytime because it will always be there. This is a very well-researched psychological phenomena and Zenimax has an entire staff dedicated to perfecting the sell-through rates of the Crown Store. Do you honestly believe they are just doing it out of spite and leaving money on the table? No, of course not. This is exactly what they want to maximize revenue.
If people stop buying them, that will send the loudest message possible
Given that item is becoming available to buy only once a year, how many potential consumers missing the opportunity to buy said item?
ive_wonder wrote: »RicAlmighty wrote: »ive_wonder wrote: »1. FOMO, aka limited availibility items.
I'm pretty sure it's not worth it and ZOS is shooting themself in the foot with this, if all items were available at all times they would make much more in a long run. (HOUSES the worst offender)
They absolutely would *not* make much more, in fact they would make less. There is a great GDC talk on this. The limited nature of the items is what spurs people into action. They buy specifically because they know it's going away. If things were always there, people would put it off, knowing they can get it at anytime because it will always be there. This is a very well-researched psychological phenomena and Zenimax has an entire staff dedicated to perfecting the sell-through rates of the Crown Store. Do you honestly believe they are just doing it out of spite and leaving money on the table? No, of course not. This is exactly what they want to maximize revenue.
If people stop buying them, that will send the loudest message possible
Given that item is becoming available to buy only once a year, how many potential consumers missing the opportunity to buy said item?
Not to mention, the entire ZOS model seems to be built on turn and burn with customers, and not long term customer retention. It would behoove them to have items appear a lot more frequently than once every 2-3 years as is the case with many of the highly desirable items.
Yes yes, I realize that most here on the forums are well entrenched into ESO, but that is not their normal customer. As a GM of a rather large guild I can say with some authority, that the turnover rate of players in ESO is pretty high, and most of them never get to even see most of the incredible things they could have bought that may have kept them around a bit longer. Yes, cosmetics, housing, etc... is a big thing and something many MMO players care about and will spend $$$ on. What is the sense of having a great housing/decorating system, when you only sell a few homes a year and most of your customers don't stick around long enough to even see a minute portion of them come available?
RicAlmighty wrote: »ive_wonder wrote: »1. FOMO, aka limited availibility items.
I'm pretty sure it's not worth it and ZOS is shooting themself in the foot with this, if all items were available at all times they would make much more in a long run. (HOUSES the worst offender)
They absolutely would *not* make much more, in fact they would make less. There is a great GDC talk on this. The limited nature of the items is what spurs people into action. They buy specifically because they know it's going away. If things were always there, people would put it off, knowing they can get it at anytime because it will always be there. This is a very well-researched psychological phenomena and Zenimax has an entire staff dedicated to perfecting the sell-through rates of the Crown Store. Do you honestly believe they are just doing it out of spite and leaving money on the table? No, of course not. This is exactly what they want to maximize revenue.
If people stop buying them, that will send the loudest message possible
Yes, cosmetics, housing, etc... is a big thing and something many MMO players care about and will spend $$$ on. What is the sense of having a great housing/decorating system, when you only sell a few homes a year and most of your customers don't stick around long enough to even see a minute portion of them come available?
Yes, cosmetics, housing, etc... is a big thing and something many MMO players care about and will spend $$$ on. What is the sense of having a great housing/decorating system, when you only sell a few homes a year and most of your customers don't stick around long enough to even see a minute portion of them come available?
If they don't stick around for long enough, why do they even need it then?- The problem is less the way, in which it is offered, but a lack of self-control. Nothing of that is important, if you don't play the game or not often enough. You don't need it, you might want it, but you don't need it - if it is offered, fine, you might eventually get it, but if not, then why care, if you won't be there for long enough anyway.
AuraStorm43 wrote: »PrimusTiberius wrote: »my .02, Crown store is all cosmetic, I couldn't care less..... can't afford it, don't get it, think its too much, don't get it.
on a side note, we all see lots of people complaining about the high cost of crown store items but no one has a problem charging high gold prices for their merchant items, funny how that works...haha
I wish there were more in game achievements that you could show off (housing trophies)...now that's something to work (grind) for.
Cheers,
Its not all cosmetic there’s quite a few non cosmetic items on there, some of which take advantage of new players
ive_wonder wrote: »Yes, cosmetics, housing, etc... is a big thing and something many MMO players care about and will spend $$$ on. What is the sense of having a great housing/decorating system, when you only sell a few homes a year and most of your customers don't stick around long enough to even see a minute portion of them come available?
If they don't stick around for long enough, why do they even need it then?- The problem is less the way, in which it is offered, but a lack of self-control. Nothing of that is important, if you don't play the game or not often enough. You don't need it, you might want it, but you don't need it - if it is offered, fine, you might eventually get it, but if not, then why care, if you won't be there for long enough anyway.
Getting the desired item is a big reason to stick around through. It generates satisfaction opposed to frustration from realisation that you need to wait for a huge chunk of time before you will be able to get specific items.
Also in this scenario even if player don't stick around after buying the item, company still gets the money.
ive_wonder wrote: »Yes, cosmetics, housing, etc... is a big thing and something many MMO players care about and will spend $$$ on. What is the sense of having a great housing/decorating system, when you only sell a few homes a year and most of your customers don't stick around long enough to even see a minute portion of them come available?
If they don't stick around for long enough, why do they even need it then?- The problem is less the way, in which it is offered, but a lack of self-control. Nothing of that is important, if you don't play the game or not often enough. You don't need it, you might want it, but you don't need it - if it is offered, fine, you might eventually get it, but if not, then why care, if you won't be there for long enough anyway.
Getting the desired item is a big reason to stick around through. It generates satisfaction opposed to frustration from realisation that you need to wait for a huge chunk of time before you will be able to get specific items.
Also in this scenario even if player don't stick around after buying the item, company still gets the money.
not necessarily for the item though - I get nearly all of my crowns from subscription, so if I buy something with those or not is not important for the company, they have the money anyway for the service provided with ESO+ - and part of this service is that I can choose what to do or get with those crowns - if what I would want, is not available, I get something else to enjoy it now - because if there will be a "later", who knows - I could get incredibly sick and unable to play - so better something enjoyable now than to wait for something, what might or might not ever happen.
PrimusTiberius wrote: »AuraStorm43 wrote: »PrimusTiberius wrote: »my .02, Crown store is all cosmetic, I couldn't care less..... can't afford it, don't get it, think its too much, don't get it.
on a side note, we all see lots of people complaining about the high cost of crown store items but no one has a problem charging high gold prices for their merchant items, funny how that works...haha
I wish there were more in game achievements that you could show off (housing trophies)...now that's something to work (grind) for.
Cheers,
Its not all cosmetic there’s quite a few non cosmetic items on there, some of which take advantage of new players
for example?
ive_wonder wrote: »
Given that item is becoming available to buy only once a year, how many potential consumers missing the opportunity to buy said item?
ive_wonder wrote: »if store content was available all at once, or at least was available more frequently it would be far easier for playerbase to plan their budgets and gradually buy everything it has to offer.
RicAlmighty wrote: »ive_wonder wrote: »
Given that item is becoming available to buy only once a year, how many potential consumers missing the opportunity to buy said item?
A few for sure, but they are dwarfed by the number of consumers who do actually purchase the item. The system will never be perfect, it cannot be. They need to cater to one faction or the other, the casual buyers or the hardcore buyers. It's pretty clear which one they would lean towards.
Just to be clear, I do not support this practice personally and I'd prefer they be a little more accessible with purchasable content, but this model has been proven to work and people who claim that Zos would make more money by offering all items at once simply do not understand how human psychology works. There are entire teams of PhDs that study these things and derive the optimal formula for optimizing sell through. The best thing you can do if you disagree with the model is not to buy things occasionally. it's to not buy things at all.
RicAlmighty wrote: »ive_wonder wrote: »if store content was available all at once, or at least was available more frequently it would be far easier for playerbase to plan their budgets and gradually buy everything it has to offer.
And that is exactly why it will never happen. They don't want you "budgeting", they don't want players to purchase "gradually", they want you to purchase now. So everything in the marketplace is designed towards making that happen. Do you want that mount/pet/skin/morph? Then you'd better get it now because it may never come back again. If it were always there, *less* people would actually buy it because the urgency is no longer there. Yes, it's unfortunate for some players, but the system clearly works, and unless people simply stop buying items altogether, it is not likely to change.
ive_wonder wrote: »I think no way it's "unfortunate for some players" it's just flat "consumer = lose, company = win" type of situation.
SilverBride wrote: »ive_wonder wrote: »I think no way it's "unfortunate for some players" it's just flat "consumer = lose, company = win" type of situation.
How does the consumer lose by purchasing something they want? This is no different than any retail business. The consumer only loses if they spend more than they can afford.
I don't see anyone telling department stores to stop having sales because some consumers lack self control and rack up huge credit card debt. How is this any different?
ive_wonder wrote: »RicAlmighty wrote: »ive_wonder wrote: »
Given that item is becoming available to buy only once a year, how many potential consumers missing the opportunity to buy said item?
A few for sure, but they are dwarfed by the number of consumers who do actually purchase the item. The system will never be perfect, it cannot be. They need to cater to one faction or the other, the casual buyers or the hardcore buyers. It's pretty clear which one they would lean towards.
Just to be clear, I do not support this practice personally and I'd prefer they be a little more accessible with purchasable content, but this model has been proven to work and people who claim that Zos would make more money by offering all items at once simply do not understand how human psychology works. There are entire teams of PhDs that study these things and derive the optimal formula for optimizing sell through. The best thing you can do if you disagree with the model is not to buy things occasionally. it's to not buy things at all.
I disagree with "dwarfed by the number of consumers who do actually purchase the item."
Sound kinda absurd that weekly sales could outweight the yearly sales.
Also, even if they wanted to use FOMO, why wouldn't they just adopt Fortnite shop model for example?
Clearly it brings more money to make content available more often.
Charon_on_Vacation wrote: »the real difference is, those in-game items have no necessity of being time limited. there is no limiting factor that rl items have. they can be distributed endlessly without any issue at all.
the only reason they are limited is to pressure people into buying. that is all.ive_wonder wrote: »RicAlmighty wrote: »ive_wonder wrote: »
Given that item is becoming available to buy only once a year, how many potential consumers missing the opportunity to buy said item?
A few for sure, but they are dwarfed by the number of consumers who do actually purchase the item. The system will never be perfect, it cannot be. They need to cater to one faction or the other, the casual buyers or the hardcore buyers. It's pretty clear which one they would lean towards.
Just to be clear, I do not support this practice personally and I'd prefer they be a little more accessible with purchasable content, but this model has been proven to work and people who claim that Zos would make more money by offering all items at once simply do not understand how human psychology works. There are entire teams of PhDs that study these things and derive the optimal formula for optimizing sell through. The best thing you can do if you disagree with the model is not to buy things occasionally. it's to not buy things at all.
I disagree with "dwarfed by the number of consumers who do actually purchase the item."
Sound kinda absurd that weekly sales could outweight the yearly sales.
Also, even if they wanted to use FOMO, why wouldn't they just adopt Fortnite shop model for example?
Clearly it brings more money to make content available more often.
you know this whole FOMO topic is researched by a lot of people and there are several studies on it?
you disagree, that is fine, but its basically like saying "bayer has no clue about aspirin, their formula is wrong! they should listen to me and use my formula!".
i mean, if you are really an expert in the field, much more knowledgeable than anyone else, go ahead, change it and become rich over night.
ive_wonder wrote: »
I disagree with "dwarfed by the number of consumers who do actually purchase the item."
ive_wonder wrote: »Clearly it brings more money to make content available more often.
And why Fortnite making gazillion more with having much more frequent store rotations.
I think if you look at todays market you find a lot of examples of far better monetization then what we have currently.
RicAlmighty wrote: »ive_wonder wrote: »
I disagree with "dwarfed by the number of consumers who do actually purchase the item."
Then you'd be wrong. That's how it works. That's why 99% of all micro-transaction stores in video games are set up this way, because it works. 20% of the player base will generate 80% of the revenue (Pareto Principle), that's held for many years.ive_wonder wrote: »Clearly it brings more money to make content available more often.
There is no evidence whatsoever to support that assertion. In fact, almost all of the evidence supports the exact opposite. You can disagree, but it doesn't change the truth of the matter. The stores operate this way for one reason... it works.
RicAlmighty wrote: »Where? Give us some examples