Due to the newest regional pricing update, players are now able to purchase gamepasses at a lower price than what is stated. The game thinks the player purchased at the highest price, and therefore creates inaccurate stats.
Expected behavior
Some sort of metadata stating if the gamepass that was purchased was using regional pricing at the time of purchase. Or even better, a receipt callback for gamepasses stating how much the player paid for the pass, just like for dev products.
Youâd think that the fact that three separate bug reports have been made on this problem would signal to engineers that this is a critical issue:
⌠but apparently not. This issue was brought up to them internally by developers of Pls Donate, yet so far all theyâve been doing is downplaying the issueâs significance and refusing to provide any meaningful solution.
Feel free to like my reply here that goes into more detail on the issue:
Im saying, like at least some sort of acknowledgement that a solution is being worked on or SOMETHING. Our games are literally unplayable because of this, like how else can we stress its urgency? Its messing with peopleâs pockets.
For years now the simple fact of not being able to obtain the price of what a user paid on an item has led to so much headache primarily in the donation game scene. It has literally led to some selling âfixesâ for THOUSANDS of USD. And its crazy because the issue could be resolved so easily but its almost like Roblox is purposefully avoiding a solution .
I just think that if these APIs were cleaned up and proper data reporting such as receipts for all purchases were implemented, we would see even more innovative projects on the platform.
Thereâs no all-encompassing, inpenetrable developer-sided fix to this issue. If you have one, feel free to PM me it and Iâll point out the issues with it.
There is, however, hundreds of potential fixes engineers could implement. Some would take them a few hours, some would take them a few seconds. But they just canât be bothered.
Iâm honestly kinda surprised that you canât already detect how much a gamepass sold for in the receipt, as far as I know developer products support that. This definitely is deserving of a feature request.
I suppose a half-solution in the meantime could be to use LocalizationService and then connect the playerâs region to a lookup table of known price modifiers for different regions?
To clarify, as mentioned in one of the linked threads, this issue doesnât relate to a playerâs region; and even if it were to, this workaround would unfortunately hurt people who donât enable price optimisation on their passes since it could return a lower sale amount for them (and that is assuming that passes canât be more expensive than the original price because in that case it would be a new concern again)
they messed up their own rule , look like everyone is going all in 1 robux / 1 mil
So far , my only protection is relying on my home made security system which work at 99% at the moment !
So far so good but i hope Roblox Provide a viable solution or even FINALY sending us back the amount paid for a gamepass , like they do for a developper productâŚ
A huge thank you to the engineer(s) who worked so quickly to resolve this. Around 9PM EST, the patch was rolled out and we stopped receiving reports of this exploit being abused.
The patch prevents these gamepasses from being purchased in any experience other than the one they are directly associated with.