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报告翻译问题









They added too much complexity, which didn't have to exist. (Like forcing each package to be at-least $10 more than the prior one and no ability to change package contents for the NEXT SALES. Also, no ability to just change prices, as needed for produced items which have not sold yet.)
Like the consoles... Game packages and arcade machines should both have an automated feature and allow a set dollar return per item, or a set percentage return per item. Stopping production when that percentage or dollar amount can't be sustained by sales.
KISS: Keep It Simple Simon
Once in a while - with a game or platform - if all I care about is hard sales, profit be damned, I lower the price to the minimum for a month, eat the loss, then raise the price.
When self-publishing, I used to add everything to the package bundle, but now I only make the deluxe and collector edition I only add one extra thing each and that does not reduce my sales much. My goal is profit, not sales.
Did you Hype to 100 then Overhype? Did you activate Overhype, save - let the week pass and if you don't get Overhype, reload and try again? This can make a big difference on sales (and thus profit).
Note - I release Paid Addons through publishers and never self-pubilsh, and I do hype 90 them or they don't sell anything.
Also, to put it out there - the AI cheats.