Increase in Premium store prices - some spectacular greed on display. One cosmetic, that’s the same but a different colour, is 35% more expensive for no apparent reason

I agree heavily.

This cycle’s Ogryn jacket is the exact same model as a previous one, but beige instead of black leather. They used the FOMO cycle to hide the fact that they’re identical. Each one is roughly $10cdn. So it’d cost me $20 if I wanted both versions. Who knows how many more recolours of this jacket exist. Same thing with that flashy Psyker coat. There was a blue one a while ago, now this one is red. Same model. Different colour. $20 if I want both. Are we going to see a green one for another $10 in a couple months when these two aren’t available?

If I were to pay $10 or whatever for these jackets, and I could pick the colours, textures, etc on it to customize it how I want, then I would find it worthwhile and frankly, I’d probably start buying here and there. I 100% would buy that flashy/fancy Psyker coat if I could make it purple and with black trim, or whatever I wanted. But instead, we’re offered $10 for each variation of the same jacket. Not only is it super expensive, but like…come on man. Why you gotta treat us like that?

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I buy every DRG cosmetic that comes out even though I don’t regularly play anymore, simply to support the devs that are doing things fairly.

I’m disappointed FS decided to do things the way they did regarding cosmetics. Thankfully, I’m only still active because I enjoy the actual gameplay and combat, so I have no problem rocking the prisoner garbs and not rewarding their scummy practices. But there’s no reason they can’t make things reasonably priced, easily available, and still make the same (if not more) profit.

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i always wonder about this, in my head being fair and pro community always seemed to be the most rewarding for the devs aswell,
but then there are the scumiest of games taxing every step and every breath you take, and yet those games don’t die off, and the publishers try more and more BS, each year

i would love to see actual numbers on this dynamic

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I wish I had those numbers, too.

Not having them doesn’t stop me from theorycrafting, though. I think the following is happening:

Just like how in WWE actors can go face or heel, companies can choose one of two long-term strategies to generate their revenue. It’s sort of a gradient and most will fall inbetween the two. It’s self-reinforcing and the more you strut towards one, the harder it is to steer away from it. And they happen to be diametrically opposed to one another:

Goodwill and Trust vs Addictions and Needs
:four_leaf_clover: :white_large_square: :white_small_square: :white_small_square: :white_small_square: :white_small_square: :white_small_square: :diamond_shape_with_a_dot_inside: :black_small_square: :black_small_square: :black_small_square: :black_small_square: :black_small_square: :black_large_square: :moneybag:


Goodwill and Pro-Consumer - Sales primarily generated by classic trust-based sales
:warning: Requires: Mass Appeal; Endurance; Good Conceptual products or services; Better financial skills, Reliability, constant upholding of Goodwill (this is challenging)
Prodigies: Digital Devolver Games - CDP:R (past) - Valve - ZUN
:evergreen_tree: People believe most of your marketing gimmicks
:evergreen_tree: Generally Good Day 1 and DLC sales; nets extra sales from double dipping customers
:evergreen_tree: Leads to reliable Day 1 income long-term eventually, predictable outcome
:evergreen_tree: Comes with good word-of-mouth marketing integrated, free hypetrains
:evergreen_tree: Reduced rate of Piracy and malicious activities
:evergreen_tree: Morale bonus for employees in your company
:evergreen_tree: Just overall good fun (usually) - Getting positive reinforcement feels good
:small_red_triangle_down: Building a loyal customer base takes patience and time - Some cannot afford that
:small_red_triangle_down: Being well-intentioned doesn’t mean others will understand those intentions
:small_red_triangle_down: Still requires a decent marketing team
:small_red_triangle_down: Ceiling of income / customer exists, which is dictated by what the market values “fair”
:small_red_triangle_down: Goodwill with customers ist not eternal and can be lost with “mood-swings”
:small_red_triangle_down: Constantly raising expectations can be detrimental to customer-company relationship
:small_red_triangle_down: Even if your loyal fanbase loves you, you still have to show quarterly profit margins
:small_red_triangle_down: You can become big, but you will never be the biggest shark in the tank

Addiction and Anti-Consumer - Sales generated from people without impulse control
:warning: Requires: Loaded Customers, Nerves of steel or an ignorant mindset, strong legal team, a certain ambition you are either born with or just aren’t
Prodigies: EA - Activision - Ubisoft - Tencent (Notice a trend? Being ballsy pays if done right)
:evergreen_tree: Nickel and Diming right now and delivering product later is way easier
:evergreen_tree: Leads to surprisingly reliable post-release sales
:evergreen_tree: Can lead to reliable Day 1 sales, too. See EA sports. See Bethesda.
:evergreen_tree: No ceiling of income / customer exists, addicts can be shaken down to bankruptcy
:evergreen_tree: You are not reliant on the emotional whims of others.
:evergreen_tree: You can focus on quartlery earnings without any secondary factors
:evergreen_tree: You need way less customers to make your concept work. A Whale can net 5+ figures
:evergreen_tree: Big Bank is more likely to help you out, loans are generated easier due to compliance
:small_red_triangle_down: People generally do not believe your claims
:small_red_triangle_down: Every new product is seen with skeptic eyes before it arrives
:small_red_triangle_down: Constantly requires new creative schemes to get ever bigger short-term gains
:small_red_triangle_down: Reviewbombing and hostile word-of-mouth propaganda are annoying
:small_red_triangle_down: Malicious activities increase, meddling of hostile customers can be tiresome
:small_red_triangle_down: Employees either dread working for you or develop unhealthy coping mechanisms
:small_red_triangle_down: Stressful, if you do care about public perception
:small_red_triangle_down: Being a publically traded company will make you an addict yourself, Wallstreetbets style

You see, at first it might seem like an easy call when we talk about it from our viewpoint. But look at those upsides from the 2nd list. It’s tempting, isn’t it?

There is also a fallacy at play in the Gaming community. The fallacy is the following:
Having a pro-consumer strategy is low-risk.

This is false.
Reality is that you cannot rely on strangers. And as much as we Gamers love to think we’re right(eous), we can be an absolute intolerable, hostile bunch. Many fates have been sealed by Goodwill relationships soured.
Trust-based sales are not low risk. They are actually higher risk, because you have to create the relationship first and then maintain it.
It’s easier to sell an addict what he desperately needs. Even if he hates you from the bottom of his shriveling little heart, he will be coming crawling back like a wretch, to draw a wondeful mental image here.
This is also why so many industries never fully “cure a patient’s ill”. It’s straight up easier to have an unspoken and unwritten purchasing contract in your back drawer. Especially when you sell something superflous. We cannot eat electronics and entertainment can be had anywhere in today’s world.
The idea of losing your Video Gaming customers to movie tickets or their girlfriends cosmetic expenses might sound absolutely ridiculous at first. But I recon it’s a thought that crosses someone’s mind somewhere. And it wouldn’t be unrealistic. Everything is in competition.

Then there’s the fact of reliability to your income.
Balancing upfront sales and follow-up revenue streams. Having all your sales entirely front- or backloaded can work, many make it work every day. But it’s harder.
This is why so many companies try to double dip now. Day 1 sales and microtransaction shop. Subscription services. Etc.
They are looking to get some security, some reliability into their income streams. The desire itself is completely understandable. Nobody wants unreliable income to be 100% of their earnings.
If you were ever self-employed, you know that feeling yourself. The thought along of “Will I get my money this month?” is anxiety-inducing.

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Makes me think of Hawken. They wanted something like $15 usd in mid 2000’s money for a single colour to paint your mech, and you’d usually want at least 2 or 3 colours.

To nobody’s particular surprise, that game died FAST despite being a blast to play.

Sound familiar?

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That’s a bit more excessive, though. And 15$ was a lot more 12 years ago than it is now.
The average company salaryman got like 5-8$ then. Now it’s more than double.

Excessive aint’ the half of it. They also expected you to pay for mechs AND parts for your mechs. It was nutty.

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I’ll say this here, but am I the only one who would buy many more cosmetics if they were cheaper? I know myself, and have seen the results in other games. When Cosmetics are between 2 and 5$, I inevitably end up spending 50$+ a year in games I play often like Darktide.
When the cosmetics cost 10$+, I end up buying one item or set per character, and then nothing else. So in the long run, higher priced cosmetics end up getting a lot less cash out of me.

I’m also confused as so how FatShard hasn’t figured out the proper synergy between gameplay and purchasable cosmetics. Make us buy the cosmetics, make us unlock dye options for them with gameplay. It’s not complicated.

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I’m with you on that front. Although I bought a bunch already, I find them a bit steep.

This is the issue with "Micro"transactions in general. Most companies just aren’t content keeping it micro. Or rather, they view the word micro from their own budget’s point of view, rather than the end customer’s.

Dota 2 is a good example on how to get micro right, most item sets go for about 3 bucks, arcanas excluded which change the character as a whole, voicework and all.

Price increases like these do happen in other live-services when they reach a certain point in their life-cycle; when the developer or publisher believes they’ve reached the limit of their potential customer reach and decide switch over to simply squeezing as much juice out of the playerbase that they believe will see either negligible or negative growth.

Destiny 2 is a famous example of a live-service that has gone through this. They’d hit that point about 2 years ago, roughly 4 years after launch, and started charging more for less while also using vaulting old content to cut costs.

That Darktide hit this part of its life-cycle in less than a year is not terribly surprising to me.

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Yeah in Darktide case that’s more early release experimenting.

Reminder: This game didn’t really launch. I mean it officially did. But actually not really.

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Patch 13 is really just a “year two, season one” of the beta patch, lets be real.

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So, it was announced in the patch notes pt. 2 that the Krieg bundles releasing are going to be increased again from 2100 aquila to around 2900 for the set. So now a full set of that is 1/3rd of the price of the game.

Just feels like they’re going out of their way to gouge whales now. They very well know how popular the krieg sets are going to be, and they’re just going out of their way to charge more for it. Gross.

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Game in a finished state? Ah who cares, better start selling 18$ skin bundels now that we launched on Xbox too…

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Been saying this since the beginning, doubly so if there was a way to earn small amounts of Aquilas through gameplay. I’ve got no problem dropping $5-$10 here and there on an Aquila pack when I get tired of grinding, but you must think I’m an idiot if you expect me to pay $5 every time I want a new virtual hat.

When a game makes me feel like there’s some business school sh*thead behind the scenes constantly trying to squeeze money out of me it doesn’t just ensure I won’t bother with the premium shop, it makes me actively resentful toward the company for having so little respect for their customers. If Darktide’s launch and the proceeding year weren’t already enough to guarantee I’m sleeping on FS’s next game, the premium store pricing would have done it.

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This is purely also my take on funny hats, but my habits are like this: If the cost is less than a beer in a bar, I’ll likely buy one every weekend to spice things up. If the cost is more than two beers, I’m never going to buy anything, it’s ridicilous I’d pay money for silly pixels and models I could be using on beer. (I’m also well aware of how silly this is of me and all that, it’s just I’m unable to explain to myself why I would spend 30€ on a collection of hats I can get in a period of time, however 2€ for one hat every week is fine.) This is all doubly so as I have a bad case of allergy for Fear Of Missing Out.

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How do you know it’s gonna be death Korps?

I just read that the next bundles will be more expensive.

Because people data mine all the patches and the cosmetics are usually in there.

Anyway it just updated and these new cosmetic sets have their 2900 price tags as advertised and no extra anything to them. Its really a letdown to see the gouging increasing and they couldn’t even toss those entrenching tools in the Krieg sets. They also flat out lied with the idea of them being more effort, since the Zealot cosmetics mish mashes a lot of existing ‘candles and such’ mainstays done to death on other sets. And the grieves, once again re used here but now they’re slightly dark!

Guess I’m just gonna wear out what I got, because I already supported this to the point where now its just bad taste.

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I just realized hats in this game are getting as expensive as a real life physical hat you can wear to keep the sun off your head…

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I’m disappointed in them for similar reasons. I’m a huge DKoK fan, have collected them since, what, 2006? I’ve always loved the inspiration behind them, the mish-mash of 1914-18 Western Front uniforms and their general feel and background*, but these sets and their pricing leaves a bitter taste in the mouth. “We needed more time to work on these” translates to me as “we know how popular DKoK are and how we can profit off of the skins.” Which I do not blame them for, really, as the DKoK have proven to be very popular over the years and they want to make money to keep developing, but I expected more for 2900 Aquilas. Like backpacks and weapon skins to be included, as well as the gasmasks to have connecting tubes, and for the coat skirts to be the right length.**

*I remember looking at them at that page of ‘Imperial Guard Regiments’ in the 3rd Ed Codex and being intrigued by them.
**Which I get is a modelling/clipping thing but they were the ones who set the system for the game’s clothing up.

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