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DoomstinkMember Since 11 Nov 2007
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- Age 30 years old
Posted by Doomstink on 15 August 2017 - 05:23 AM
Posted by Doomstink on 15 August 2017 - 05:18 AM
They confirmed they'll have a booth for PAX for the one who asked. Might have an exclusive as well. I'm definitely gonna drop by if anyone is looking for extra postcards they're missing or anything. They usually sell the old stickers/postcards and maybe the actual collector cards this time? Not sure what they're doing exactly
We'll have an exclusive cover variant for PS4. We'll also have a vending machine for the new trading cards - $0.50 for a random card. We'll have a ton of quarters behind the counter if you don't come with change handy. No idea if we'll have the free postcards - it's easier to bring those to east coast events since we drive a van to those (the post cards weigh a ton).
Important thing - we'll have a raffle at PAX for one copy of every game we've ever released on PS4 and Vita (standard editions only - no variants, collector's editions, or distributed titles). To enter, just bring the card that will be in your swag bag to our booth and we'll hole punch it and give you a raffle ticket. Every game you buy in our booth will get you another entry. We'll have some other methods to enter as well but haven't nailed them down yet. We're using this raffle as a way to get people to our booth - a lot of people missed us at PAX East so we didn't want to repeat that.
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Posted by Doomstink on 14 August 2017 - 04:33 PM
I get it. We're on the same page with this idea as I've stated a few times. I've also said that it never happened to me before. I've also said I'm pretty fucking lucky to even get to add anything because there's a 15 second lag before I see the button. I'm not an unreasonable person but I can tell from reading these forums that in the last few weeks many folks have experienced this. The bottom line is too many people want the game and my situation does not allow me to be competitive for them at this time. I don't know which way is optimal- can bots just add faster with a purchase limit or can they do the longest part of the checkout faster at a bigger advantage. I trust you, you have the data, but it still sucks to get left out so we can keep the impact of exploiters down.
I appreciate your direct responses and as I said I don't envy your position but personally I'd stick to what you've always done and don't bend on a fucking thing.
What you really want, rather than a cart hold or change to the checkout system, is probably for us to try preorders again in the future. We're going to - just to see if we've been wrong in our thoughts on them. It's worth a shot and I think it could alleviate some of the issues when it comes to really big titles.
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Posted by Doomstink on 14 August 2017 - 04:31 PM
So I haven't been in manufacturing for a while but from what I remember if you had six months you could presell your inventory to determine your MOQ. For retail it's kind of critical because in many cases the stores buy the inventory outright. Now I'm amazed and impressed with what you do but don't follow LRG religiously so maybe you have answered this question already but have you entertained preorders that require full payment to ensure production costs are covered but also much more accurately reflect demand? I only buy a few games when possible and noticed at 6:10 trying to buy a Night Trap copy that I was nine minutes and fifty eight seconds too late. it's not that big of a deal but knowing I can't really police a website these days seems like it's only going to negatively condition a lot people to give up on LRG entirely.
That's something we'll look into more in the future but it isn't something that could fit every game. We did it with Skullgirls and that backfired in a pretty big way. We've had no less than 150 PayPal disputes/claims regarding the game and probably about 30 chargebacks. We basically could only try a preorder again on a game that is 100% ready for manufacture in every regard - we'll probably do that in some capacity in the future. It's worth trying so we can at least appease the people calling for it - if it doesn't work out or backfires then we'll have irrefutable evidence that shows we should never do it again.
Posted by Doomstink on 14 August 2017 - 04:20 PM
It changes for me because it's been in my cart each time of the almost 9 items I've missed in the last 3 releases.
Well, maybe not with night trap 6 pm when the PayPal linked me to an error three times.
That last line you typed I'll just leave alone- suffice to say it reads a little less than sympathetic.
But it's in your cart because a cart hold doesn't exist. If a cart hold existed, I can pretty much assure you it would never make it into your cart because you were 1/15,000 people who added the game to your cart. With only 3,000 copies available at 10AM, there's only a 20% chance you would have actually been able to add the game to your cart. That's the whole problem here. At least you had a chance to try and buy the game.
My previous post was a little less than sympathetic because I know you're a smart guy - you're in the medical field - you know how numbers and probabilities work. Just because you've been able to add it to the cart every time in the past with a completely open system doesn't mean you'd have the same level of success under a system where a mere "add to cart" takes an item off the table.
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Posted by Doomstink on 14 August 2017 - 03:38 PM
I mean, the reprint discussion starts and ends with the fact that we could be sued for false advertising. There's not really much discussion beyond this. Even if we wanted to reprint games, we said we never would and we advertised that fact. I'd rather not get sued.
There's also a matter of trust - if customers can't trust what we say or the promises we make, our business will quickly crumble. We gave customers our word and we have to stick to that. There are plenty of other routes for our partners to take to do their own reprints.
Posted by Doomstink on 14 August 2017 - 03:25 PM
Yeah, if you've been collecting from us for a long time and are maintaining a complete set, we'll go out of our way to make sure you can get a copy. We don't want to lose longtime supporters over a single game and we have the 32X variant in production that we can allot some units from. Honestly, we may even take units from that variant to help as many people on the waitlist as we can. It's clear demand is too big here to keep that variant as a rewards exclusive - we'll still honor anyone who already sent tickets in for that variant, but I think we kind of have to do the right thing here.
What matters with regards to the first point about long-time fans/customers is that they actually have our releases still - not just their purchase history. We aren't going to go out of our way to help resellers or long-time customers who don't really care about keeping our games around. We want to help out the true fans who are showing up with every release to buy both the obscure games and the big games.
For anyone still discussing the checkout system, just think about the realities of a system that works any other way and you'll quickly realize that there is no perfect solution.
If we had a cart reserve and 15,000 people tried adding a game to their cart that was limited to 5,000 copies - 10,000 people would immediately be left out in the cold with no chance to get the game unless they stick around and refresh until something frees up. With the current system, all 15,000 people are on a level playing field and have an equal chance to get through check out with what they want. There'd be more frustration with a cart reserve because window shoppers who don't even want the game could hold units hostage. Games would literally be unable to add to cart within a second of a page going live. At least you have a chance with the current system! If you believe some people are using bots, then use a bot, at least the field is still level. For reference, there's no evidence of bots being used or even existing for our site. We're not Nike or Amazon - who is developing bots for us when 90% of our releases don't need such a thing?
No matter what is done with the checkout system, people are going to be left out and they're going to be mad. No solution will satisfy everyone and every solution will have its drawbacks. I think what we have is the fair and easy approach. I think Shopify picked the right way to handle this and I plan to stick with whatever they have in place.
Posted by Doomstink on 11 August 2017 - 07:47 PM
There's a reason the add to cart button is not there. When inventory is available between the morning batch and afternoon batch - it isn't for sale. It's there so our site doesn't show "Out of Stock" when a 6 PM batch is on the horizon. By further exposing the URL loophole, you guys are just making launch days more difficult for us and yourselves as we'll have to pull inventory before every launch.
We're going through the orders made using this exploit and canceling many.
Posted by Doomstink on 08 August 2017 - 03:34 AM
So I was browsing Kickstarter and apparently there is this.....
If it gets funded, I would be interested in csbaker-az's take and how it affects his complete GBA, Genesis, and NES collections.
I've always been of the opinion that homebrew games don't count. I think most collectors probably feel the same.
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Posted by Doomstink on 07 August 2017 - 03:16 AM
First, the majority of stock is listed in the morning batch so if there is any batch that can facilitate two per customer, it's the morning batch. Second, if we start at one and adjust to two because things sold slow, most people who wanted two and bought during the morning batch won't want to pay shipping twice to get a second copy in the evening. Those that do buy a second copy will request combined shipping and we can't easily facilitate the amount of combined shipping requests that would cause (those have to be processed, tracked, and shipped manually). Third, and perhaps most importantly, if the morning batch doesn't sell quickly - many who wanted two won't even bother because "it's not rare". You guys wouldn't believe the amount of cancellation requests we get from people when games don't sell out in an hour. It's ridiculous and it's why we had to institute an all sales are final policy.
If we have a large print run on a game, we're pretty much always going to start at two per customer and adjust down to one for the later batch. With us assuming a lot of financial risk on each individual game release, it's very important that things still sell out. It's easy to say in hindsight that Wonder Boy would sell this fast but as our larget single platform run which already had a cheaper Asian English release on the market - it was a big risk for us going in.
Posted by Doomstink on 05 August 2017 - 01:08 PM
Posted by Doomstink on 03 August 2017 - 05:56 PM
I just got an email about Jotun shipping. It was strange. Explained that it was a busy time for having a game manufactured and that it was in the queue. Then said that it wasn't an issue. I'm glad that was cleared up because I've been worried about how busy Sony is with manufacturing AAA fall hits...
When we posted this on our forum somebody told us we needed to sue Sony. While you may be rational, others lack your sensibility.
Posted by Doomstink on 03 August 2017 - 02:37 PM
Just a heads up - big surprise from Nexon - even the standard edition LawBreakers copies will come with a digital code. We can only send out ~1,200 mail-merged codes per day, so it's not likely that people will receive them until a few days after launch, but this is still a HUGE value add for the physical release.