@Kouseo I apologize I forgot about Wisp's special case since I'm not the one that set it up. It should be exchanged as if it was a 2-star. PM me about this, I'll make it up to you.
@Shiro The difference is, GP said pay 15$ because there's a small chance you'll get something REALLY AWESOME, otherwise you might be missing out. And I say spend 10$ (except - see bellow) for this specific thing of your choice with the parameters of the sale spelled out. I believe there is a difference between these two things.
You all may remember when I first took over the game and I made huge posts about how pricing works and how there were two basic ways to fix or at least change it. One was the Market place, of which various events conspired against us, but we're pretty far into the new file editor which is a prerequisite. The other was revamping the entire game first and then addressing it (this is the content of most of the specific complaints above). Our forums search function should get you that stuff. In any case, I found that doing nothing had its own bad side effects so we occasionally do stuff like this. If you don't like it, ignore it. It's not for you and it's not your problem.
The short version of my previous pricing explanations is this:
I look at what makes it worth running the shop event, (and yeah might be a little inflated in this automated case, but actually not that much as you will see below), and take into account that we may want some cashier activity, so it has to pass some basic threshold where some players will exchange some money instead of just expending a little saved up gran or Recycle. Because fixed events aren't as "Exciting" they have to be bumped up a little because otherwise less spending happens for an equivalent event. In some cases I add a 'pressure valve' where a user who really, really likes this event can spend more (in this case, would be getting more than one 5-star exchanged) Then I make the price as low as I can in those parameters. If the lowest price considering the above is not reasonable, event doesn't happen (or in this case I guess, shouldn't?). While we do sales designed to inject the playerbase with cards or playable decks (like the 500 Gran Pre-built sales of last year) cuz we don't expect to make a penny of real money, then we wouldn't consider a shop event. This is compounded by the fact that this is a test. The way testing works, if you don't make actual spending, IE Cashier use part of the equation the test doesn't necessarily tell you anything.
But I know what your thinking... the above line of thought should led me to say... $1!
Take a look at all the previous posts in this thread. An awful lot of people mentioned specific prices, generally the highest one possible: $10. This is interesting for a few reasons. As was pointed out, the 50% off was written off despite the fact few people are likely to want to trade in multiple 5* (although that is my guess, I could be wrong). The but the real key is that few complained about the price being 1000 Gran, and instead said $10. For starters there's a discount when you buy Gran, and of course through regular play (recycling TB and whatever) users accumulate some gran so any time a purchase is made, a certain portion of the Gran spent is not a monetary conversion. I'm guessing that around this point your thinking something like this, "okay, so what? 1000 gran is worth maybe $8.90? $8.50? Whatever, let's just call it $10, that's more than close enough and real easy to remember when I'm looking at 1000." This is one of my biggest challenges and frustrations with running the Alteil "economy", is that to a player, 1000 gran is worth $10, that's it's "real" value.
However, when doing the "math" of how the economy works. I need to use the value of 1000 gran to the economy itself, or to the "system" or to "Logress" or whatever you want to call it. So, I gotta basically figure out how much Gran is spent per $. There are a lot of things messing with this number, such as, the players who convert enough $ to gran at one time time get a bigger discount, and of course -- there are a certain percentage of users, who may or may not overlap with the forum regulars - but make up a good amount of the regular players, that are capable of scraping together Gran relatively quickly and much quicker when they are motivated by a sale type thing via methods like grinding and recycling. So it turns out the real value of 1000 gran to the "system" isn't $10 or even $8.50, but probably between $2 and $2.50... So $1 of system money is about 500 Gran... or with 50% off... 1000 gran. Magical.
The moral of this story isn't, "1000 gran is worth a dollar!" cuz, yeah that's just silly -- AND my original statement is still true, 1000 gran is worth about $10 to the average player. The moral of this story is "how did I get myself in this mess?" And yeah, I really, really want to have a hard division between Gran and FM at some point...
Seriously though, this is a test and a the numbers are there to make the test work, not to insult anyone. Having my experiments cause this level of backlash is an issue, but I can't necessarily just do everything by research. For example, in the world of vanity sales, it's very difficult to get trusted answers from other industry pros. The general answer is "Vanity sales are awesome, we let everyone grind for gameplay stuff and make 100% our money from vanity items." But people who have no reason to be giving me a 'company line' say stuff like "vanity sales are a PR gimmick to make users believe that it's possible to make money without paying for power, and anyone who tells you any actual $ is made from them is lying." Who's telling me the truth? My guess is it works differently for different games, but you can see why I'd want to try and see for myself.
"Scissors are overpowered. Rock is fine." -Paper