I get it. It's just that we have to take into consideration that it's not as simple as it looks to be. Quantity and price both work in tandem, and they work in tandem with payment model of the game itself. No cash shop at all means higher sub and its increasing after some period of time. It's not a bad thing technically, but it will attract less players, and games are usually aimed at different kind of players, not only wealthy ones.
For same reason, cash shop with less quantity for a higher price has less potential than higher quantity for a lesser price. Yes, you can see the second as a bit more greedy model, but it gives more freedom and choice (and, in fact, possibility to spend less money in some cases) to those who buy these items.
So while your idea potentinally could work in ideal circumstances, it won't be that good in reality.



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