What are some good developer product and crate prices?

Hello!

I’m working on a game and am having some difficulty coming up with pricing. I was planning on having 5-9 different rarities of crates which would give different hats, which also had separate rarities.

I have one currency currently: Coins.
Players can buy coins to use to purchase crates, however I am not sure what to use as coin pricing.

To give you an idea on how easy it is to get coins:
Players get 200 coins for completing a round in the game, which lasts 3-8 minutes, depending on how difficult the map is. You are playing against 3-8 people, and your goal is to be the last standing. If you are the last player, you get 1,000 coins.

There’s also a multiplier, which costs 99 Robux, which doubles the amount of coins you get each round, and then VIP, which puts adds another 2x (totaling at 4x) multiplier. This gamepass costs 199 Robux. Finally, there is a multiplier for Premium users, which adds another 1.5x multiplier, which totals at 5.5x the coins.

What is a good format for keeping the price fair, while also not being underpriced?
For coin packages, I was thinking of something like this:
1,000; 5,000; 10,000; 50,000; 100,000; 500,000; 1,000,000.
I was also planning on adding a discount on the larger packages to have the players get a deal, but also encourage them to get more bang for their buck.

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There’s a lot of information here and I’m not sure what exactly you were asking for.

Two years ago I studied gamepass revenue and found that the most profitable price points were approximately 250 Robux, 750 Robux, and 5000 Robux. However, certain games need to sell at lower prices because of their specific audience. And because dev product sales are private, it’s possible that they’re an entirely different beast from gamepasses.

As far as exchange rates go, you have the right idea with rewarding players for buying in bulk. It’s hard to say what exactly the exchange rate should be, but I would err on the side of giving too much. In-game purchases in new games are risky investments as it is, so being lenient to your first generation of players can partially make up for that.

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Sorry for the huge amount of information, you did give me what I was asking for though. Thanks!