Yeah, the struggle is similar to that of professional sports teams who have excess tickets. Do you give them away to get folks in so you can at least get the concessions revenue? If you do that, do your customers who paid for tickets get upset and not come back?
Perhaps offering a discount after a certain length of time has too many issues, but let me think more about discounted rates for public worlds. I'm sure WifS has the numbers of the average length of time public worlds spend in rollover, and how much revenue is lost per day by having them sit, so maybe the lost dollars caused by a discount doesn't make it worth it. Right now they make $800 per season (assuming every team paid $25 for that season, which we know isn't the case). So that's $61.54 per week (assuming 4.33 weeks per month, 3 month season) they lose as a world sits in rollover. If public worlds were $20/team, they'd lose $160 for that 3 month period (compared to $25/team). So the average wait time for a public world to roll would have to be 3+ weeks in order for it to be worth it. Since this likely isn't the case, the current method still sounds like the best way to go.
The objective, though, is simply to keep worlds moving along so, A) paying customers continue to enjoy the game, and B) worlds cycling faster gets to the next renewal period faster, meaning more $$ for WifS. Neither are really a huge concern to me at this point, as the worlds I'm in tend to roll quickly, but it may benefit the HBD world as a whole.
1/27/2011 10:40 AM (edited)