Introducing Regional Pricing for Passes

Roblox just broke every single donation game in the platform with this update

They need to revert this cuz how this is beneficial to the devs? It broke the most popular game pls donate.

Roblox should add the option to let the experience creator (Pls donate) to disallow regional prices if the player has it enabled (as stated in their FAQ) but not the experience, right?

its not only PLS donate, its every game out there.
And after extensive testing by the alot of devs they actually realised that changing the price of gamepasses completely kills ur proffits, so its a concern not only for donation games but for all games

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Regional pricing is completely opt-in for game devs so nothing has changed to ‘pls donate’ or other similar places unless the devs enabled it themselves. If it results in an imbalance in a game’s economy due to trading or gifting features, then it is up to the developers to adjust accordingly whether certain passes or products can have the regional pricing available.

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(a reminder again, that regional pricing is disabled by default!)

Did you read the announcement? It already said some games have seen increase in earnings by enabling regional pricing.

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Donation games get gamepasses from games that originates from the players who join the donation game.

So even tho the donation game can disable this, the option actually affects the gamepass creator, not the game where the gamepass is displayed.

Now that cannot be fixed by the developers of the donation game cause only the creator of the gamepass can change that option.

This is a problem for Donation Game developers. Since the price varies per region, fake donations are now easily possible and has already caused a shutdown on Pls Donate itself. A way to fix this is to add to the Gamepass metadata if regional pricing is enabled/disabled, so the developers can block gamepasses which have it enabled from loading.

@InceptionTime

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That’s not true. Donation games get game passes from the users, so the users can opt in, the owner has no control.

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Okay but it’s always been up to the creators of the gamepass (the ones who are asking for Robux) to handle the pricing.

Basically, let’s say I create a donation gamepass for 100 Robux and I enable regional pricing, that pricing is now 80 Robux for a user in another country. After Roblox takes their 30% fee from the purchase, the creator of the gamepass (me) gains a total of 56 Robux, but that’s it. Now if someone else in another country with the full price of 100 Robux buys it, I get 70 Robux after the Roblox fees.

It’s not like the person getting the donations from the one who paid less is getting more out of it, it’s basically just a smaller donation, not a discount. It just means some donors will contribute less than others but it also means that the ones receiving it will get less Robux than the one who donated the full amount.

ok sure, so how is the donation game suposed to know if the gamepass was bought for 100 or 80 to display that price on the leaderboard and grant you bonus ingame currency ?

The game doesn’t know

A way to fix this is to add to the Gamepass metadata if regional pricing is enabled/disabled, so the developers can block gamepasses which have it enabled from loading onto a players stand.

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Gamepass is being bought for 80, sure. Donation game says "woooohoo, this person bought a gamepass thats worth 100, congratulations " but the gamepass was bought for 80.

You see, even with alot of checks, the donation game can only know the current price of the gamepass when the purchase happens.
Any tampering or changes while that purchase is happening cause the price to mismatch.
And if you were the owner of a donation game, people will really be mad at you if you decided to display wrong prices on the announcements

It does know though, you need to use MarketplaceService,

Staff already posted an example in the original post:

Developers can then just grab the dynamically updated value so it’s no longer hard-coded value of ‘100’ or whatever initial Robux value.

GetProductInfo caches for 3 minutes, Developers of Donation games know that very well thats why they tend to not use it or to limit and lock its use.

An exploiter can easily use that timeframe to cause some havoc if they wanted to.

Also, donation games are as good as their security, if you do some research you would notice that the only successful ones are the ones who can ensure total security of the correct amount of robux being displayed while donating.

The moment one exploiter starts messing that up, the whole game dies because of the lack of trust in the system (since the leaderboard will start to display inflated incorrect values )

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is it safe to assume that gamepasses that have the same price will still be the same price given the regional price change?

gamepassA = 1449 R$
gamepassB = 1449 R$

new price if you live in nigeria or something:

gamepassA = 1000 R$
gamepassB = ? same amount hopefully

This is very interesting. I’m not sure if it will help developers earn a LOT more. But it’s a good new feature.

This is game breaking update for some games especially games that rely on gamepass donations.

They should create a property called “RegionalPricingEnabled” so developers can filter out gamepasses that has this feature enabled.

Or can we at least know the API used to determine the price adjustment for the gamepasses or formula used.

Or maybe have the MPS:GetProductInfo() with additional arguments that receives the player’s actual price on the server instead of just the client.

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Regarding the API for regional pricing, it appears to be:

https://apis.roblox.com/game-passes/v1/game-passes/passidhere/regional-pricing/preview?price=pricehere

However, one aspect of this API that I find puzzling is the requirement for a passid. Since the core need is to retrieve the adjusted price based on regional pricing, shouldn’t Roblox’s system be able to provide this information solely based on the price input? This raises a question: does the regional pricing table differ between gamepasses, for example, a newly created gamepass versus one from a popular game like Blox Fruits? If so, greater transparency into the pricing formula or API logic would help developers better understand and adapt to these variations.

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All cool and all until someone uses a vpn :neutral_face:

it seems trivial (and necessary) to ask for permission to access physical location to provide more accurate pricing. if users don’t want region specific pricing, they could simply not enable it if they won’t allow permission. it doesn’t need to be invasion of privacy.

Can we configure prices for each individual US state? I want to make Floridians pay double the price.