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gaijin evidently believe, and have about a decade of sales data to back up their opinion on the matter unlike any of the forum 'experts', that the price gives the best return with lower prices not increasing the number of sales enough to outweigh the greater return per unit
do you know how much office space costs in a major city, having dealt with that in nz its not pretty and i can only imagine in a major european city its a whole lot worse, and as a developer myself do you know how much we get payed... i can tell you if they want to keep anyone experienced it wont be a little.
so you know jack all about the operational costs of a business consisting of several hundred very well payed individuals and are just venting in your ignorance
if you are waiting for a 'competitor' dont hold your breath, gaijin and wargaming have too many years head start on the competition. anyone intending to compete with either of them cannot hope to match even a fraction of the content either game has built up in that time so will have to start from a much more modest initial release and slowly build up to it over the course of years. this against two established giants in the very niche pond makes for a very risky prospect to pitch to investors and/or executives
the whole idea that there are any significant profits to embezzle after operational costs have had their way is actually laughable, gaijin would need to float tens of millions just for wages for a couple of hundred employees, how many premiums do you think that takes every three month release cycle...
where another game with a fixed cost the developers pack up and move onto something else after a couple of years, with free to play games like this those developers never stopped and have been working at the same pace on the same product for more than ten, however much you pay for a triple A title for a handful of years work gaijin have to make continuously
absorbed in the cost of the few premiums each release brings are not only the cost of the 3d artist who made the model, the developers who implemented it, but also all those same costs for a dozen or more 'free' vehicles that came with that update, three months of rent on an office between each major update, wages for several hundred people over that period, ongoing costs from the providers they rent servers off in at least 4 countries, miscellaneous utilities costs for power, internet (and for businesses these are significantly higher than a consumer would pay, not just for quantity used but paying a massive premium for immediate response if there is an outage) etc. i wouldn't be surprised if they have very little profit left over at all
until you have actually dealt with it you cant really grasp how much money passes through even a relatively small business, just for a months wages for 100 employee (and gaijin has several times that) at hungaries average monthly wage of about $1500 US according to google (and bearing in mind developers are going to be significantly above average) thats 150k, so they would have to sell upwards of two thousand $70 premiums just to pay 100 average employees for a month
now imagine gaijin not only have about 5 times that many employees, but they are probably payed significantly above average, and gaijin working on a 3 month release cycle, so before even looking at any of the many other costs gaijin need to sell tens of thousands of $70 premiums every major release just to pay the bills
But in all honest idc overall. Gaijin just under tiers new premium vehicles only to "fix" their br placement later lol. War thunder is a F2p game it's how it makes it money. It sucks that some very unique vehicles are locked behind the premium tree but it is what it is.
Want it? Buy it. Can't afford it? Don't buy it. That simple, whether you or I or we like it or not.