Lost revenue is lost revenue, regardless of how much it costs to create the product. Some people might have been thinking of buying those packs in the sage treasure where they cost 3k, but now they wont buy them because they got them for free. Or spending 20K on Madara, but now they got him for only 10k.
Imagine you're selling a digital only computer game that costs say $25 to download it. You put it on sale for 10% off, but you f'ed up and actually put it on sale for 100% off by mistake. Do you lose money on the download even though it doesn't cost you anything to actually send it? Do you not have the right to correct that mistake? A player might be unhappy that their friend got the game for free and he doesn't, but does that mean you are obligated to give him a free copy of the game too?
While I agree that the cheaper event will encourage more spending, if they f'ed up, they f'ed up.
In terms of player balance, they only fair option is to reset the events to how they were this morning, but I doubt they will do it.
Your comparison is terrible, they're not selling a singular product- not to mention they didn't give anything for free, there was still a price attached too it.
You can't say "Oh they lost sales, because it was cheaper" when in fact people may have never have bought it in the first place, now bought it because it was cheaper- it's the same fallacious bs people make with piracy in general.
You can't lose a sale when there was never a sale to begin with & adding hypothetical's in there doesn't make it any less true.
Read his previous post, when you give something out to a broad number of players at a certain cost, then take it away you cheapen the experience of the whole game for everyone else, now you have half a player ba
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