I missed that one...
Higgins, first, learn that 6 replies means 18 views.
Then learn that it IS true, your packs are a bit pricey, these are kids here. $15 is like their monthly salary, and I know that you will say that you worked hard on it, but look at some math here.
If the average kid has dX dollars, and it costs dY dollars.
(dX/dY) would show the relationship between your sales, in a perfect world.
Now if your pack contains mX models, has gX quality, qX diversity, uX usability. Then a new relationship is formed, this is a ideal 'want' relationship. (note, the Y variables represent what the common consenses is on what these valuse should be)
((mX/mY)*(uX/uY)^2*((gX/gY)*(qX/qY))/2)/4
now, this generally says that 1/4th of the sales come from the quality and diversity of the pack, 2/4ths come from the ability to use them in game, meaning no FPS drops, they fit in (re refrence to quality), and finally 1/4th of the sales come from the amount of models...
What does all this mean?
Sell too high and even if you have the perfect pack, you won't get as many sales.
Have too low quality models and your sales will plummet
Have too high quality models and your sales will plummet (useability once again, can't have models that REALLY stand out, unless you want the atention)
Have too many polys in the model and your sales will plummet (if the engine can't handle it, fewer people will buy it, some people may work around the polys to get better framerates, but that percentage is few then the whole)
Have too less models and your sales will plummet.
The relationships are generally true, the math... well... could use some work. But the general idea is there...
((dX/dY)*((mX/mY)*(uX/uY)^2*((gX/gY)*(qX/qY))/2)/4)/2
We all have our inner noob. Join the NJL, and have more fun!
I believe society is flawed; our notions on life, on child rearing, stem too far back to be of relevance in this day and time.