As a Roblox developer, managing DevProducts for your game is currently too difficult. You need to create a separate DevProduct for each and every type of purchase in the game. There is no ability to change the price of a DevProduct on the go, forcing developers to create tens, if not hundreds, of DevProducts to cover all the different types of in-game purchases.
Addressing this issue would significantly improve my development experience, as I could create one DevProduct for a category of purchases instead of separate DevProducts for every individual purchase.
Here are a few benefits this feature would bring to Roblox developers:
Being able to change the price of a DevProduct based on in-game variables.
Being able to offer discounts for mass purchases.
Additionally, here’s an example of a current challenge I face:
A game has a timer that can be skipped by paying a certain amount. Due to current DevProduct pricing, we were forced to create a new DevProduct for each duration (e.g., 15m, 30m, etc.). If we had the ability to set variable costs, we could use one DevProduct to represent all durations and change its price for each specific instance as needed.
This issue has been brought up several times in the past, but none of the posts are recent. I feel this issue needs to be highlighted again. Here are some of the posts I found, which also contain more examples:
This issue has been brought up a number of times in the past, but none of the posts are recent and I feel this issue needs to be brought up again. Some of the posts I found, which also contain more examples:
Yeah, I would even stop using dev-products all together as well. Imagine just doing:
MarketplaceService:PromptCustomPurchase(Name, PriceInRobux, ImageId, Callback) MarketplaceService.OnCustomPurchase → Event, triggers with the info Name, PriceInRobux, ImageId
Or maybe some new Product instance that we can create/delete/change at any time during the game.
What negatives could this have, not sure… But I don’t like needing to create often a product.