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Re:Quantity discounts on a virtual good: results of a massiv... by orasis on Saturday July 09, 2016 @02:18AM (#12060359)
It looks like they only varied the quantity on a single price tier with no adjustment to the prices themselves.

I'd be curious what sort of results they'd get by changing the price tiers/anchors in conjunction with this kind of experiment.

For anyone that wants to do the latter kind of pricing experiment, I'm working on an API and looking for feedback: https://blog.improve.ai/make-more-money-price-optimization-f...

Re:Quantity discounts on a virtual good: results of a massiv... by orasis on Saturday July 09, 2016 @02:19AM (#12060364)
Also, I was just at Pocket Gamer Connects and there was a presentation on using massive anchors (like 400 euro for the top tier) driving 3x revenue vs more normal anchors.
Re:Quantity discounts on a virtual good: results of a massiv... by 323454 on Saturday July 09, 2016 @04:27AM (#12060668)
Are you saying they observed something like if you sell 1 hot dog for 10 shmeckles and 10 hot dogs for 200 shmeckles, people buy more single hot dogs?
Re:Quantity discounts on a virtual good: results of a massiv... by orasis on Saturday July 09, 2016 @08:34AM (#12061107)
No. The anchor tier was a slight discount on the primary currency with a huge amount of some unique special currency. The 100 euro tier also had the unique currency and the existence of the 400 euro tier drove purchases to the 100.

This was a hardcore MMO.

Re:Quantity discounts on a virtual good: results of a massiv... by thaumasiotes on Saturday July 09, 2016 @03:27AM (#12060547)
> It looks like they only varied the quantity on a single price tier with no adjustment to the prices themselves.

I can't tell what you're trying to say. Judging by their writeup -- and charts -- they varied the cost of purchasing gold bars in any amount greater than 59, and the largest bundle was always 1000 bars.