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Old 10-08-2020, 10:52 AM   #41
dkgo
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Surely you can understand that collecting every card with no investment isnt a realistic expectation for this genre of game
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Old 10-08-2020, 05:44 PM   #42
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Originally Posted by dboeyr12007 View Post
Maybe this is where I luck out, because my favorite part of the game is grinding the tournaments.
That was fun for a few months while my team was in a state where improvements cost 50K-75K. Now that any noticeable improvements would cost 150K+ per player, it is just too much grinding to stay fun. I’m leaving my team completely on auto-pilot this week and am going to see if I miss it,
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Old 10-10-2020, 03:14 AM   #43
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Originally Posted by dkgo View Post
Surely you can understand that collecting every card with no investment isnt a realistic expectation for this genre of game
I don't play "this genre of game", so how would I know coming in?

I bought the game simply because I was tired of no baseball and the simulation modes looked fun. I eventually decided to check out Perfect Team because why not? In any case, the designers could easily have made it so that collecting every card was practical... there can always be other kinds of bonuses for the pay-to-play crowd.

Edit: Oh, and I *definitely* expected it to not be possible to collect every card with no investment. In the same way, I *definitely* expected it to *be* possible with a *moderate* amount of investment. General rule of thumb is that you make more money by getting a lot of people to spend a little money than by getting a few people to spend a lot of money... I tend to expect anyone in the business of selling a product with zero production costs to understand that.
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Old 10-10-2020, 11:25 AM   #44
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Edit: Oh, and I *definitely* expected it to not be possible to collect every card with no investment. In the same way, I *definitely* expected it to *be* possible with a *moderate* amount of investment. General rule of thumb is that you make more money by getting a lot of people to spend a little money than by getting a few people to spend a lot of money... I tend to expect anyone in the business of selling a product with zero production costs to understand that.
This hinges on one's personal definition of "moderate investment". I think to build a collection of real baseball cards is far more costly than PT cards.
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Old 10-10-2020, 11:38 AM   #45
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General rule of thumb is that you make more money by getting a lot of people to spend a little money than by getting a few people to spend a lot of money... I tend to expect anyone in the business of selling a product with zero production costs to understand that.
This is completely untrue for F2P microtransaction games. Whales are everything.

Do a quick google search and you can find articles like

0.15% of players bring in 50% of game revenue
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Old 10-11-2020, 10:13 AM   #46
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Your website is using data that is 6 years old, which is something akin to the 1800s in the non-gaming world. Since you are a fan of Google, I suggest using the "tools" drop down to filter your results to something like "past year."

More recent data doesn't support your assertation as strongly, although I suspect OOTP gains more revenue from whales than most other games, because of the age demographics likely playing OOTP. That's pure speculation on my part, however.

Quote:
Originally Posted by dkgo View Post
This is completely untrue for F2P microtransaction games. Whales are everything.

Do a quick google search and you can find articles like

0.15% of players bring in 50% of game revenue
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Old 10-11-2020, 11:41 AM   #47
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Originally Posted by BatAround View Post
Your website is using data that is 6 years old, which is something akin to the 1800s in the non-gaming world. Since you are a fan of Google, I suggest using the "tools" drop down to filter your results to something like "past year."

More recent data doesn't support your assertation as strongly, although I suspect OOTP gains more revenue from whales than most other games, because of the age demographics likely playing OOTP. That's pure speculation on my part, however.
I expect that as the overall gaming market matures the source of revenue will gravitate to the 80/20 rule where 80% of the revenue comes from 20% of the users.
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Old 10-11-2020, 12:00 PM   #48
dkgo
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Originally Posted by BatAround View Post
Your website is using data that is 6 years old, which is something akin to the 1800s in the non-gaming world. Since you are a fan of Google, I suggest using the "tools" drop down to filter your results to something like "past year."

More recent data doesn't support your assertation as strongly, although I suspect OOTP gains more revenue from whales than most other games, because of the age demographics likely playing OOTP. That's pure speculation on my part, however.
There are articles from nearly every year that say the same thing. I picked the first one listed, if you contend that it's wrong then post something else that says it's wrong. But it's pretty common knowledge that whales are where F2P revenue comes from.
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Old 10-11-2020, 04:55 PM   #49
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This hinges on one's personal definition of "moderate investment". I think to build a collection of real baseball cards is far more costly than PT cards.

I started recollecting Baseball cards a few years ago. I will not say what I spent but I have several Tobacco cards (and boy are they cool) and 1968-1989 topps complete sets and also 1953, 1959 and 1965. I can confirm it ain't cheap.
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