Introducing Regional Pricing for Passes

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.

This is a very interesting change indeed, but I feel like developers would be averted to using it if there aren’t stronger protections in place to prevent VPN bypasses. If you guys can adequately prevent VPN bypassing, then this would be a really good feature. Looking forward to seeing how it goes!

Florida is not American, so concievably you should be able to charge double. California too.

I kid, of course. It would be kinda interesting if this feature gets that granular, but I don’t frankly see a reason for it. Would be kinda cool though

When you acknowledge the fact that different states have different perceptions of ‘much’ related to the price of an item and bring it onto Roblox, you get this powerful system that maximizes profit.

With the combination of price testing, I feel like this system is almost at its peak. The only challenge now is to make it work as well for experiences with low player count and open it up to them.

I meant the creator of the gamepass. Most people who are inside donation games will not manually enable regional pricing on their gamepasses lol

Wow hold on, regional prices can actually increase your sales and increase your revenue.

Many people from poorer countries would never buy these gamepasses but now since its cheaper they will consider it more often leading to more purchases from these.

So you choose to get 0% or 65% ? I would with 65%!

As stated previously, this update has completely broken donations games including mine. Simply adding a property in the gamepass data retrieved that states if regional pricing is enabled should fix this issue. This is urgent and needs a solution asap, as it is making these games unplayable.

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Ngl, to fix the donation games issue they should just add a ProcessReceipt callback for gamepasses too just like with developer products. The receipt info parameter tells you how much the player actually paid, even if the original price is different or was changed. That’s why in studio, the “CurrencySpent” parameter is always 0

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yes regional pricing if enabled in both gamepasses works based on percentage of original price. so they would be the same price because the same reduction percentage applies.

my bro, you have completely missed the point of what i was trying to say, pls read up

Please provide the sources of these extensive tests. I question if the amount of transactions (samples) in them is enough to affirm the result as a fact.

I agree with you that the developers MUST have a way to check whether or not the gamepass has regional pricing enabled and how much the player paid. And this must be in the Server side and not cached.

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just search up the forum with they keyword (Price Optimization is killing our game)

Since Regional pricing is part of the Price optimization subsection.

Here you go:

not talking about this specifically. Talking about the other part of the issue.
That Price Optimization was tested some time ago and people have found out its reaaaally terrible.
So since this is essentially another type of price optimization, its kind of the same kind of worse as the previous run.

Also, we know (the developer comunity) that roblox is doing this to boost the amount of bookings they get (people buying robux is called a booking).
But it dosnt matter if you sell a small amount of high priced items or a big amount of low priced items. (im talking business wise)

What does matter is the value of those items.
Everything, including gamepasses has a value and that value is defined by the price its sold for.
The moment you make a discount for a specific group of people, everyone who who has bought the gamepass at full price feels cheated out as they are not getting that discount. So by enabling this you get a couple of more sales in, but make your loyal clients mad.

This feature was actually possible before it was out since you can make multiple gamepasses and advertise them differently in-game based on the players region.
But guess what, no one actually used it because everyone knows that it will cut deep in their profits and devalue the worth of of those features in their games.

For games that have economy, Regional pricing completely destabilized that economy.
If roblox wanted to actually increase bookings, they would have just made robux cheaper in specific countries based on their economy and change the DevEx rate based on their economy. But they cant do that cause robux is kinda tied to the us dollar.

So next best thing they do, they push that responsibility to advance the opportunity on to the developers essentially devaluing their end product.

PS: this is actually a good update cause its optional. U can simply turn it off. But they srsly dident think ahead what this update will do to some games which require a solid economy system to run, (Donation games )

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Hey so before this regional pricing glitch came out, my game was patched from the donation exploits. I simply combined a regional pricing check with the old anti cheat, by simply blocking prompts of gamepasses with these systems enabled.

I have a pretty big Donation game which was an early target for this exploit yesterday and since the patch, no fake donations have occurred.

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