SOM Online update: growth initiatives, ATG, Mystery Card...

Postby JohnnyBlazers » Wed May 25, 2011 10:57 am

I think the 21 game free trial is a great idea to get new players into the fold. Thats how I was hooked in 2002/03. I remember always drafting the "name" cards without really knowing how they fit into a particular park or how to make the best use of salary cap limitations (still dont always get that right!)- how certain "cheapie" cards can make the difference between success and failure - "Find that hidden gem" - there must be a way to market that

To help the new guys along, as well as experienced managers, I think that the ATG set should have an application where you can view the top 3b, CF, Pitchers, etc for the park you select. I know we have Diamond Dope, but a ranking system would help immensely. I would love a link on our drafting page that ranks top pitchers for Groundout DP's, top pitchers by slg pct allowed, best pitchers for smallball, best power hitters, best values, etc You could sort by salary, Run allowed, runs created, etc. and most jmportant, their actual $$ values for the park they are in, based on their cap. For ex. Say you have Eddie Miller at SS (2.63) - in a bomber park, (80m cap) his actual value increases to say 3.50-conversely put him in a pitchers park, his value decreases to 2.00
Those that have played for a while probably have a good idea who should play where, but the new guys need help. Is this asking for too much?
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Postby The Last Druid » Wed May 25, 2011 3:49 pm

I believe the plan is to release new players at regular intervals (Monthly to start) with no other changes to the current cards' pricing structure until ATG 7.
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Postby rjohaire » Wed May 25, 2011 5:58 pm

Caps for live drafts - would think u could not change the live draft cap, just allow the league to be formed under different caps - do the draft then when the league is created, enter a specific cap - this may be easier - but either way, variable caps for drafts would be tremendous.

Also, I use to really like frenzies. But they happen too late for an east coaster. How about being able to set up a league with differnet frenzy time, like they do with the live drafts.
Last edited by rjohaire on Wed May 25, 2011 9:16 pm, edited 1 time in total.
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Re: SOM Online update: growth initiatives, ATG, Mystery Card...

Postby TRW » Wed May 25, 2011 8:18 pm

[quote:8e26faaaaa="bernieh"]For those that have said, "Just lower prices"... even I know it's never as simple as that. While I'm sure a lower everyday price point would spur at least a little more sales volume, it's unlikely that it would succeed by itself. As an easy example, if we cut the price in half, would everyone suddenly buy [i:8e26faaaaa]double[/i:8e26faaaaa] the teams? Maybe some or a lot of you would, but it's highly doubtful it'd be enough - and that's just to break even.

[/quote:8e26faaaaa]

I was a regular customer for the last 5+ years. I averaged 8-10 teams running at any given time. I probably spent $100/month+ to buy teams over that time period.

Last December I decided to stop buying credits until TSN lowered prices. I am now down to 1 active team and 3 credits. I may be in the minority, but I went from spending $100/month to spending $0 month and have no plans to do so unless TSN does something to entice me to resume buying credits.

JMO, but I think Bernie's (TSN) logic is flawed with regards to his statement about pricing above. I also believe TSN can do any initiative they wish with temporary lower prices for new customers, but they will fail to retain the majority of new customers once they have to pay regular prices.

I think it really depends on your expectations of customer base growth. if you believe your new initiatives will net you 100 new customers, then it probably is not worth lowering prices. But what if lowering prices helps to attract and retain 2000 or 3000+ potential new customers? (then again, I am sure you will hear an argument about server costs...)

That being said, I am glad TSN is now actively trying to produce a better product and experience for its customers. However, I still won't be buying any credits anytime soon...
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Postby andycummings65 » Wed May 25, 2011 8:49 pm

[quote:2411c39d4b]But they happen too late for an eat coater.[/quote:2411c39d4b]

omeone tole the 's' off of rjoh's keyboard.
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Re: SOM Online update: growth initiatives, ATG, Mystery Card...

Postby drfreeze49 » Wed May 25, 2011 8:51 pm

I think it really depends on your expectations of customer base growth. if you believe your new initiatives will net you 100 new customers, then it probably is not worth lowering prices. But what if lowering prices helps to attract and retain 2000 or 3000+ potential new customers? (then again, I am sure you will hear an argument about server costs...)

Unfortunately [b:6fbed0a7f8]Strat-O-Matic[/b:6fbed0a7f8] no mater how you [b:6fbed0a7f8]dress it up[/b:6fbed0a7f8]...appeals to a [b:6fbed0a7f8]niche market[/b:6fbed0a7f8] (a very small one at that)....so you might attract a few players by lowering prices (but it won't last)...and the core of those who play,,, are a [b:6fbed0a7f8]very small group...[/b:6fbed0a7f8] Just my opinion
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Postby nevdully's » Wed May 25, 2011 8:51 pm

lmao!
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Re: SOM Online update: growth initiatives, ATG, Mystery Card...

Postby drfreeze49 » Wed May 25, 2011 8:51 pm

[quote:cc8e4ecb0d="rabidwolverine"]I think it really depends on your expectations of customer base growth. if you believe your new initiatives will net you 100 new customers, then it probably is not worth lowering prices. But what if lowering prices helps to attract and retain 2000 or 3000+ potential new customers? (then again, I am sure you will hear an argument about server costs...)[/quote:cc8e4ecb0d]

Unfortunately [b:cc8e4ecb0d]Strat-O-Matic[/b:cc8e4ecb0d] no mater how you [b:cc8e4ecb0d]dress it up[/b:cc8e4ecb0d]...appeals to a [b:cc8e4ecb0d]niche market[/b:cc8e4ecb0d] (a very small one at that)....so you might attract a few players by lowering prices (but it won't last)...and the core of those who play,,, are a [b:cc8e4ecb0d]very small group...[/b:cc8e4ecb0d] Just my opinion
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Postby nevdully's » Wed May 25, 2011 9:00 pm

[quote:1c52a8eb75]Unfortunately Strat-O-Matic no mater how you dress it up...appeals to a niche market (a very small one at that)....so you might attract a few players by lowering prices (but it won't last)...and the core of those who play,,, are a very small group... Just my opinion
[/quote:1c52a8eb75]

[b:1c52a8eb75]Exactly[/b:1c52a8eb75]. Attract new customers, maybe, and every little bit helps. [b:1c52a8eb75]But imo keeping the active ones active and even more involved with [i:1c52a8eb75]an ever improving product[/i:1c52a8eb75] at [i:1c52a8eb75][u:1c52a8eb75]slightly lower[/u:1c52a8eb75][/i:1c52a8eb75] cost is where real growth in teams purchased lies[/b:1c52a8eb75]
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Postby gorshar » Wed May 25, 2011 9:24 pm

[quote:3f89ff2ee8]I was a regular customer for the last 5+ years. I averaged 8-10 teams running at any given time. I probably spent $100/month+ to buy teams over that time period.

Last December I decided to stop buying credits until TSN lowered prices. I am now down to 1 active team and 3 credits. I may be in the minority, but I went from spending $100/month to spending $0 month and have no plans to do so unless TSN does something to entice me to resume buying credits.[/quote:3f89ff2ee8]

Ditto. Except I've been three years, 5-10 actives at a time. I also stopped buying credits. Now 0 actives, and no credits and no plans to buy any new ones.

So I too am now a $0 customer.

We may be a minority but I'm not sure we're as small as TSN may think.
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