do you guys plan on implementing the following:
- buying developer products in bulk just like marketplace items
- scheduling temporary price change
- free developer products/gamepasses (for fun, because why not)
- regional pricing
do you guys plan on implementing the following:
No. Dear god.
I see this being used for seasonal items or items that will only be available for a limited period of time. Additionally, developers should be able to hand out gamepasses to people without them having to buy it.
Price periods is actually a really good idea. If you could automatically set a period where the price is different (e.g December 1 - December 2) that would be useful for sales without having to manually change the price of every transaction in your game.
Bro … i love this update
So if a game temporally bans me from some days and then I gonna get OP without the game, just I buy the developer products to be super cool
That is very much possible, but the thing is we shouldn’t have to do that, roblox should simply offer a dummy ProcessReceipt
or something
Even if it’s just 1 robux, it’s still flawed because of that
There should be a way that you can edit the order of the displayed dev products. This is because usually they are things in incrementing amounts (ie. 10 coins, 20 coins, 50 coins, etc…). Look at my store:
For me, this don’t work on products created before the update.
What do you mean, it doesn’t work? It might just be buggy, try it again!
Good call, I didn’t think about that. Thanks for the reply.
It looks like the products will be redeemed the next time the user joins, but you obviously don’t want to jumpscare a user who just joined the experience after getting his long awaited gamepass on the store page.
That’s why the implementation itself definitly needs to be thought through and adjusted by the developer, not to forget the ordering of the products, where alphabetical
isn’t an ideal type at all, I suggest doing it similarly to the thumbnail ordering menu:
try renaming it to something like Hearts +10, Hearts +100. Because its displayed in alphabetical order.
this isn’t how gamepasses are supposed to be used
Since this was already possible with Passes, does this mean we get the same 10% back from Developer products that are purchased outside of the original Experience?
Also speaking about these “Commissions” I feel like it could be handy to have an overview in Communities to see how much we earn from in-experience purchases!
the original receipt also returned a enum for the currency type, so why does the new enum break things while the original enum is not?
Interesting.
I wonder how they will check this, as the API implementation for it is left to the developer.
I don’t see any dev products on the TDS store page though?
Sorry for the breakage but yeah, as other people have said it’s not a good idea to directly shove the results table you get back from an API call into the DataStore.
It could have stuff that can’t be saved like this, it could have data that GDPR requests apply to, it could have very large blobs that blow up the size of your key, or any number of other problematic things in the long run.
It would be cool if the user could buy from the page’s store while in the game and their purchase would be detected without having to leave and join again the game.
I’ve bought a product while test mode was enabled and I actually spent robux. The transaction was registered in the sales page. Why? If it’s test mode, why am I forced to lose money to test a feature, instead of making this a clear cost? What if I had tested a 5,000 robux product, would I had lost 1,500 robux to fees? This is not a fair practice, considering you clearly stated we “are required” to use test mode while it is called, in fact, “test mode”.
I would like to thank you for also noticing the fatal flaw with this feature
We need staff acknowledgment about this issue as soon as possible
May we have a logical explanation as to why test mode basically costs robux? The implementation is flawed and its the staff’s responsibility to ensure that this feature works with a minimal or no robux cost on the developer’s end, not ours