This would benefit games too like ItsMuneeeb’s Catalog Avatar Creator which are currently limited to displaying the inflated cost (which often overflows UI containers and ruins sorts like ‘highest to lowest’):
There’s a few reasons why retrieving additional asset information currently like RAP isn’t easy or desirable:
Some recent posts I found with the same issue:
The same applies for retrieving a bundleId from an assetId. This too could become streamlined by simply having a new AvatarEditorService method or including bundleId within ItemDetails. Instead it requires using a proxy to retrieve which introduces unnecessary complexity for developers:
My post was more directed towards UGC Limiteds, I’ve already achieved getting Limiteds “Value” from rolimons, and I recommend doing this as people follow value over RAP.
Utilize said Data here: https://www.rolimons.com/itemapi/itemdetails
Currently trying to obtain additional details like RAP for collectibles requires you to call GetProductInfo/GetBatchDetails to retrieve its CollectibleItemId (such as aa9cd9e3-1eba-4a6b-8e40-4923c6c40228), then to go through the expense of setting up your own proxy and finally retrieving its data like RAP by calling GET to https://apis.roblox.com/marketplace-sales/v1/item/COLLECTIBLE_ID/resale-data. This is relatively expensive (you have to make a GET request for every accessory) and technically challenging and restrictive (not all developers have the experience to setup reliable proxies) which could be dramatically simplified for developers if the data like RAP was directly provided.
On Value vs RAP, Value is not always assigned to newer or less-valuable items on Rolimons so we’d have to display different information for these anyway which may confuse players (some accessories would display OriginalPrice, some RAP, some Value).
Plus experiences like the one I’m creating or Muneeb’s for instance aren’t really tailored towards people who trade regularly, more so players looking for outfits who might not be familiar with how Value works.