How would you tell if a refund was done because the purchase was fraudulent? Is it fraudulent if the player refunds the subscription because you/the game fails to deliver the benefits it described? I feel like if you (for example) bought a $50 subscription that says you get access to every car in a racing game but when you play you only get all the old cars then you should be able to refund it. Banning players for refunding (unless its obviously fraudulent) is scummy. Also, why ban little timmy if he stole his moms card? Wouldnāt it be better to warn timmy instead or just banning a dumb child who most likely doesnāt know better?
Thereās no legitimate reason to let players keep playing my game when they refund their subscription.
If the subscription didnāt provide what it promised, then you should of course be able to refund, but not every game can handle refunds by design. Letās say the game has a subscription that has a +25% cash boost.
After they refund, they still have profited of the subscription. They mightāve bought new items and tracing everything back is prone to conflicts and bad UX.
About consent, I would approach this with a checkbox before opening the purchase dialog (āI have permission to make this purchaseā). From ethical standards, we are intolerant about stealing parentās money. If the parent chargebacks the subscription, we should prevent such occasions in the future and henceforth prohibit joining.
To be clear, Iām not advocating for this to be a Roblox-wide policy. Iām advocating for an event in Roblox so developers can decide how they want to handle a refund. We simply cannot handle a refund logically and we have morals.
Will subscriptions be available for Canadians in the future?
I second this! Canāt we bypass it by using a US VPN (doubt thatāll work bc the renewal wont work, right?)
Edit: This only works with Stripe, not paypal (checked on alt account under VPN) as I do not have a CC.
Why donāt we fix the current revenue streams for developers before adding new ones?
With a 30% platform cut plus the steep devex exchange rate of 0.0035 or $105 for every 30k robux, a 999 robux sale turns into 699.3 robux, equating to approximately $2.45.
If we compare this to a user purchasing 1000 Robux with the premium benefit it costs them $9.99. So a $9.99 sale on a gamepass was cut down by almost 76%. How can you possibly defend such a minuscule cut to the person who developed the experience with the argument that you supply us developers the services and tools to have the means to make these games?
Especially when some of the most popular game engines, like UE5, only take a 5% royalty after the first one million dollars in salesā¦
Please, to avoid scaring away future potential developers on your platform, rethink your revenue cuts before thinking about making new revenue streams.
Any updates on this? Been since Nov 2023 without updatesā¦
Also i checked out with a VPN and it doesnāt support Paypal
what is this supposed to mean on an active subscription
Will be Paypal be supported? I cannot have/use credit cards
Hello! Thanks for the prompt reply! The first link is private so cannot view and ima go take a look to the API expansion one!
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