Oh, that's definitely true. That's part of why I'm asking about concrete examples of what liasen has been willing to buy. For instance, I have a few clothing sets where the person can set the color themselves for certain material options. That seems to have much less appeal than a set where people get 50 hue shifted color options, despite that limiting the customer more, taking less skill to create, and requiring _much_ more time on testing, creating promos, and creating thumbnails. But when it comes to scenery, the perception of quality seems to have more to do with meshes. That said, that seems to have a curve. Many people will pay $5 for a single item, even a fairly plain one, but balk at paying $20 for a 10 item set.Sometimes (most times probably) it's not the value but the perceived value. Marketers have carefully examined the consumer mind to entice them to spend, many times we spend irrationally. I think the various other markets have it down almost down to a science how to get you to spend on things you don't really need. I've read many posts about all the unused products people have in their runtimes. People may respond better to coupons than the point system. Hopefully Chris and crew can analyze whatever data to determine whether points and stacks are an effective way to sell their products.
I also have a lot of points. The more I buy the more I get. It might be cool to have some double point days where you could use twice as many points against a purchase. That would add perceived value to the points I've collected, whittle them down to where I'd like to build them back up, and allow me to spend on stuff I actually want rather than what's on sale. Just a thought.
I really like your idea of double points days. I think it might work best if it excluded items already on sale, but I think it would be good either way.