I don’t really know what I should say in this topic.
I would like to know how would I determine the price of a devproduct that players can buy to get more currency? I can’t just set the price of a devproduct that gives players 2.5 Mil cash to a ridiculous price such as 1 Mil robux, (NO ONE IS GOING TO PAY
THAT MUCH FOR IN GAME CURRENCY) but if I set it to something lower, like 25k
robux, then it might be worth less robux than other devproducts that give you less cash
when bought. Does anyone know how to price devproducts in a way that’s not too
expensive, but also not so cheap to a point where I go bankrupt?
With the game in question, items vary in price from $1 I game to millions at some point. We want the game to be profitable, but not a pay-to-win or be bored with nothing to do game
I really don’t see a possibility in which a player would buy a developer product for 25k robux or anything of that magnitude. Personally, I would try to price my developer products at around ~50 robux. Maybe you could lower the amount you get from the product, and from there lower the price.
I think you should list down the ways of earning your in-game currency and depending upon the difficulties or rate of earning the cash (e.g: $100 per sec) you can set its price!
Few things to consider:
For general dev products never go above 3k
For expensive dev products never go above 30k
Products should be priced fairly cheap however have some which are clearly better deals then others.
For currencies make it better value to buy more of the currency.
Remember premium pricing (Pricing something as expensive to make consumers feel its going to be good. Sometimes u can get more sales if something is more expensive then it was before.)