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Evory Real World Economic Suggestions
This is my take on the issue of Evory in-game prices to real world currency.
1. The basic problem seems to be a lack of economic knowledge on the part of the developers. I am referreing to the fromal discipline of economic's rather than personnal finaiance. This is a common problem with start up companies with limited business training and/or experience.
2. Limited customer response rate. Given the benifif of the a positive assumption it is possible that the companies employees are limited in number and pressed for time. Some questions have been raised by others on the forum regarding the some what shady nature of the companies other products. So its also possible that Evory is in large part a scam.
3. The exchange rate for evory cents to US dollars is far to high based on the benefit gained.
a. It has been argued that this game has only recently left beta and the company needs to gain new capital. If so they are going about it the wrong way.
b. All of the in-game items provide a fixed percentage gain. This makes them far more valuable to established players than to new players.
c. Many new players will not remain within the game for more than a couple of weeks.
d. Persumably the purpose behind the need to purcase speaking horns is to prevent spammers from tieing up the lines. Which is a good thing. On the downside a large portion of the play experience for games like this is interaction with other players. The massively over priced speakers makes discussion with anyone other than your alliance members pretty much impossible.
4. Medals are required for expansion and access to middle and late game play.
a. During alpha and beta testing the objective is to play test the game system and how it functions during each stage of play. So it makes sense that Medal drop rates would be higher than during normal play. This would allow players to reach the high ends of play faster and allow a shorter play testing period.
b. It needs to be made clear in the routine quest section that serves as a tutorial that medals can only be gained by attacking NPC locations.
c. The price of Medal Boxes needs to be slightly reduced and the natural drop rate needs to be increased if it has not already been done. Information on the issue is mixed.
5. Price Elasticity of Demand and Total Profit levels. Total profit = Number of Units sold * price per unit. Total profits can be increased by
a. rasing price per unit, with units sold remaining the same.
b. raising number of units sold, with price per unit remaining the same.
c. Reducing price per unit, but selling more units.
6. Suggested changes to the price structure of Evory that would increase over all profits AND give a better play experience.
a. Reduce the over all rate of exchange from 1 US dollar = 10 Evory Cents to $1 = 40 to 100. As is Cost/Benifit ratio is far to high, i.e. everything is to expensive.
b. Provide a scaleing price exchange rate. $1 = 40 Cent, $5 = 250 Cent, $10 = 600, 50 USD = 5000. This will encourage players who are willing to make a purchase to buy more than they other wise would.
c. Create a varity of objects that give smaller fixed benfits for a lower price. Getting a little money from players who start and then quite shortly after is better than getting nothing at all. The lower benefit to established player will prevent the new items from over shadowing the old ones.
Example Item: "lumber shipment"
Flavor Text: You recieves a shipment of lumber from a friendly organization interested in investing in a growing settlement.
Effect: Player gains 50,000 units of Lumber.
Cost in Evory Cents: 5 Cents (New Excange rate above.)
d. The price of Speaking tubes needs to be drastically lowered. One possible solution to prevent spammers from abusing the system is to provide players with high prestige (Established and active players.
) access to cheaper speakers.
e. Medals. That medals can only be gained from attacking NPC's needs to be more clearly communicated to new players. The update list displayed when the games is loaded should include the exact changes made to Medal Drop rates recently implemented. If the drop rate of Medals is set at a resonalbe level that allows players to exand with out purchasing Medals at a resonable rate. The shop price of Medal boxes can be raised to gain more money from players who want rapid and easy expansion with out destabilizing the whole game.
f. Scouting Missions should have a very low or better yet non-existant Medal Drop rate.
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