Currently it appears the main issue is with comm costs. I will take a good look at that over the weekend and make some changes early next week. Thanks for the feedback thus far. I am not super happy with the PvE options currently, so I may look at some adjustments there as well.
@Wyll - You have all of the common items from the wheel. The super rare, high credit items are just that, rare. We calculate out about a 30 average credit payout per spin for website spins. You math shows this is about what you are getting. This is the equivalent of a 30% credit sale. It is more if you take the time to sell off some of those items to people not buying spins. New item (except the leaves) have purposely been put into website spins only so you have a chance to sell them off for more to other players.
I would love to give you guys huge payouts for spins, but we cannot. It would be crazy for us to have a spin equivalency higher then what we are. We could possibly push it to 40%, but I think you are looking for something significantly more then that.
That said, I am open to suggestions. If you can come up with a list of items for a randomize sale or another type of sale, I would LOVE to hear them. In fact, if I think it is good, and we make the items to sell, I will give you all the items for free.
We cannot give huge payouts on the credit spins either, as it results in buying a spin, trading in the items for near the cost it took to get the original spin. Then repeating until you have every item for low no credit loss.
@Sarrius - I know I've talked about this before, as I do not like coming up with new items and selling them in a random item format either. However, people buy them, so it is hard to stop making them.
Side note 1: We are working on a couple new items similar to the scepters.
Side note 2: The average gladiator payout for tickets has been increased to 4 credits (was previously 3).
Anyways, I hope this explains why we price items the way we do.