How exactly can they buy a game from Steam if it's EGS exclusive and doesn't support a payment method the populace uses at large?
Like Steam cards for instance are basically 15% off the top for the retailer. Otherwise they wouldn't carry them. I don't know how Epic intends to get them in stores with 88/12.
I'm sure better payment methods will become more prevelent in other countries, and if not there is always Steam.
I wouldn't be surprised if Epic puts the cost on the customer, imagine something like 55~60€ for a 50€ card....Like Steam cards for instance are basically 15% off the top for the retailer. Otherwise they wouldn't carry them. I don't know how Epic intends to get them in stores with 88/12.
Seems you missed the part where Epic is paying dozens of popular devs and publishers to keep their games away from Steam...
I think that passing the payment fees on to consumers is good. Once consumers know about the fees, they can stop using that payment method. Competition is the only reason why high fees would go down. And if consumers aren't getting hit with them, there's no reason to change.
According to Valve retail cards cost 10-15%. I'd say with EGS' 12% cut that is a no go for Epic.lol wait a damn minute here
Epic isn't the poppy store down the street where they have a 5$ credit card minimum because they can't afford the fees under that
They should at least have a roadmap to get to a spot where they can cover those/cover the fees to get retail cards into stores
It think it's vastly overstated how much the populace at large wants to play these games Epic has money hat-ted.How exactly can they buy a game from Steam if it's EGS exclusive and doesn't support a payment method the populace uses at large?
No AFAIKDoes Valve allow developers to take a bigger cut if they don't add Steam Cloud or Workshop support to their games?
Does Valve allow developers to take a bigger cut if they skip out on ad boosting or other perks? Can a developer selling on Steam get the option to skip PayPal as a payment method to keep a higher% cut?
Does Valve offer ala carte stuff like for developers?
It think it's vastly overstated how much the populace at large wants to play these games Epic has money hat-ted.
Does Valve allow developers to take a bigger cut if they don't add Steam Cloud or Workshop support to their games?
Does Valve allow developers to take a bigger cut if they skip out on ad boosting or other perks? Can a developer selling on Steam get the option to skip PayPal as a payment method to keep a higher% cut?
Does Valve offer ala carte stuff like that for developers to pick and choose, so they can keep more than 70%?
How would a shopping cart work if one game blocked the payment method you want to use? That would be so irritating to the customer.Does Valve allow developers to take a bigger cut if they don't add Steam Cloud or Workshop support to their games?
Does Valve allow developers to take a bigger cut if they skip out on ad boosting or other perks? Can a developer selling on Steam get the option to skip PayPal as a payment method to keep a higher% cut?
Does Valve offer ala carte stuff like that for developers to pick and choose, so they can keep more than 70%?
"It's not a problem because very few people use payment providers that we charge an extra fee for".Tim Sweeney has been responding in a reddit thread that linked to this thread.
https://www.reddit.com/r/pcgaming/c...tore_12_cut_explained_buyer_takes_on/ekgp77f/
Sweeney should just make an account here.
"Traders in the EU are not allowed to charge you extra for using your credit or debit card. The only exceptions to this rule are American Express/Diners Club cards and business or corporate credit cards, where your employer is billed instead of you. If you use these cards, you may still be charged a fee but the fee can't be more than what it actually costs the trader to process your payment."Exactly. Yet people from my country (Belgium, part of the EU) need to pay extra when we are paying with Bancontact (the standard/leading electronic payment company here) on EGS.
Tim's argument is 80% of their transactions use PayPal and credit cards, which don't have a transaction fee, therefore this isn't a problem. I have seen people complaining about getting charged a transaction fee for using their credit card, so I know he's wrong there.Tim Sweeney has been responding in a reddit thread that linked to this thread.
https://www.reddit.com/r/pcgaming/c...tore_12_cut_explained_buyer_takes_on/ekgp77f/
Sweeney should just make an account here.
How would a shopping cart work if one game blocked the payment method you want to use? That would be so irritating to the customer.
Not positive on this, but I believe Valve could middle-man the payment method on behalf of the customer, so they would be "virtually" using their preferred payment method, when in fact, Valve would just eat the fee in between and make the actual credit card transaction themselves.
Anyway, the payment method was just one example. I'm talking about letting the developer pick and choose what extra features they include so they have the option to keep a higher %. Not sure if that's an option or not on Steam.
Valve allows devs to generate keys free of charge and they can sell them for a full share
I love how Sweeny and Sergei have consistently said how the small the group of people that have to pay extra fees are.
As if that means it's a proper excuse
This looks self-fulfilling. Of course most people are using paypal, people who uses a credit card and see the extra fee are probably going to take their business elsewhere.Tim's argument is 80% of their transactions use PayPal and credit cards, which don't have a transaction fee, therefore this isn't a problem. I have seen people complaining about getting charged a transaction fee for using their credit card, so I know he's wrong there.
Ding ding ding. Epic doesn't see the value outside their operating country.That mostly tells me they are 1000% a US centric store and couldn't be arsed about the rest of it right now
Which, you know, no
That mostly tells me they are 1000% a US centric store and couldn't be arsed about the rest of it right now
Which, you know, no
It's part of their focus on theI love how Sweeny and Sergei have consistently said how the small the group of people that have to pay extra fees are.
As if that means it's a proper excuse
The metro discount should have been enough of a proof that they don't give a fuck about non-USThat mostly tells me they are 1000% a US centric store and couldn't be arsed about the rest of it right now
Which, you know, no
No on stripping parts of the Workshop featureset, because the API is free to use even for games that don't sell on Steam (just requires a Steam login).Does Valve allow developers to take a bigger cut if they don't add Steam Cloud or Workshop support to their games?
Does Valve allow developers to take a bigger cut if they skip out on ad boosting or other perks? Can a developer selling on Steam get the option to skip PayPal as a payment method to keep a higher% cut?
Does Valve offer ala carte stuff like that for developers to pick and choose, so they can keep more than 70%?
The whole "pay extra to unlock parts of the Steam API" makes me really worried / annoyed. I love games with Workshop support and with that i imagine a future where some devs just dont think about using those features because they would make them less money.No on stripping parts of the Workshop featureset, because the API is free to use even for games that don't sell on Steam (just requires a Steam login).
No on letting developers be dicks and skip some people's preferred or only payment methods.
Generally they allow to skip the Steam store altogether and look for distribution services elsewhere, asking for nothing more than maintaining a fair price across all storefronts, and for not abusing the free key generation system.
Tim Sweeney has been responding in a reddit thread that linked to this thread.
https://www.reddit.com/r/pcgaming/c...tore_12_cut_explained_buyer_takes_on/ekgp77f/
Yeah, the Metro discount is the perfect example for that.That mostly tells me they are 1000% a US centric store and couldn't be arsed about the rest of it right now
Which, you know, no
"But but Steam and Origin have exclusives as well..."
I really hate that guy :8
Edit: also this:
Epic Games store developers and publishers are free to release on Humble. I know more are coming, some soon, and some are waiting for direct purchasing integration due to a desire to avoid keys.
Completely disingenuous comment, he hasn't presented a single compelling argument in favor of his store/practices yet."But but Steam and Origin have exclusives as well..."
I really hate that guy :8
Obviously the way to fix the issue is very simple, just make your store have no shopping cart. EGS is way ahead of the curve there. They have no optional features to charge extra for yet, but I hear they're working on those.How would a shopping cart work if one game blocked the payment method you want to use? That would be so irritating to the customer.
So it did well on PC regardless it would seem - Depending on what the number of steam preorders was that would eat into the ratio number Epic released.Nah, that can't be right. No way LL sold only 20k in it's lifetime. Copy-paste from my previous post:
According to GI.BIZ, LL sold 3 times better than the first Metro game on PC during the 1st week:
https://www.gamesindustry.biz/artic...-week-sales-surpass-2033-lifetime-sales-in-us
According to SteamCharts and SteamDB, LL had a peak number of 16.650 during the launch week:
https://steamcharts.com/app/43160
This indicated that sales are higher than 20k, but probably less than 100k. So I'd say Metro Exodus sold less than 250k, and this is Steam pre-orders + retail + 3rd party keys. Remember how Metro Exodus was the best selling game on Steam when the exclusivity was announced?
Completely disingenuous comment, he hasn't presented a single compelling argument in favor of his store/practices yet.
They don't have to sell on steam.Does Valve allow developers to take a bigger cut if they don't add Steam Cloud or Workshop support to their games?
Does Valve allow developers to take a bigger cut if they skip out on ad boosting or other perks? Can a developer selling on Steam get the option to skip PayPal as a payment method to keep a higher% cut?
Does Valve offer ala carte stuff like that for developers to pick and choose, so they can keep more than 70%?
I think that passing the payment fees on to consumers is good. Once consumers know about the fees, they can stop using that payment method. Competition is the only reason why high fees would go down. And if consumers aren't getting hit with them, there's no reason to change.
Legit question, it might have been answered but 9 pages is hard to parse. Does Steam eat the credit processing fees out of their 30% cut? or does the rev get cut after the processing fee? ie: 100 transaction, 10% processing fee... Valve has $30 minus $10 so rev of 20... or is it $100 minus $10 processing so Valve get's $27 and game get's $63?
Sorta adding to and correcting this, Valve doesn't let developers completely skip Steam's store. As in, if you have the game on Steam, you have to sell it there, you aren't allowed to purely sell on third-party sites. Which is reasonable, just pointing it out.Generally they allow to skip the Steam store altogether and look for distribution services elsewhere, asking for nothing more than maintaining a fair price across all storefronts, and for not abusing the free key generation system.
Couple options here for that
Eat the cost - that's the standard move and the company generally expects to make it up in volume, but since they'd lose 3% off every card, that's probably a no go
Have the retailer pay - lol this will never happen ever ever ever ever
Have the consumer pay more - this is the AMEX move, really rare, kinda dumb, defeats the purpose, is a poor people tax
Real being real they probably raise that cut to 20 or some such later, then they have at least some wiggle room for this kind of thing
"Traders in the EU are not allowed to charge you extra for using your credit or debit card. The only exceptions to this rule are American Express/Diners Club cards and business or corporate credit cards, where your employer is billed instead of you. If you use these cards, you may still be charged a fee but the fee can't be more than what it actually costs the trader to process your payment."
Shouldn't this be applied for your situation?
Because the Epic Games store is high economic efficiency breh, they dont know about negative marginal cost economicsI love how Sweeny and Sergei have consistently said how the small the group of people that have to pay extra fees are.
As if that means it's a proper excuse
to give context to the quote: https://europa.eu/youreurope/citizens/consumers/shopping/pricing-payments/index_en.htm"Traders in the EU are not allowed to charge you extra for using your credit or debit card. The only exceptions to this rule are American Express/Diners Club cards and business or corporate credit cards, where your employer is billed instead of you. If you use these cards, you may still be charged a fee but the fee can't be more than what it actually costs the trader to process your payment."
Shouldn't this be applied for your situation?
In India Steam not only supports around 7-8 domestic payment methods with high overhead, it also supports Cash On Delivery. You buy the game and select this option, they will send a guy over to your house to collect the cash, who will then confirm the receipt and the game will be added to your library. The entire overhead of sending people, collecting cash, verifying payment from agency is eaten by Steam.
We like to circlejerk about how does another launcher matter but the fact remains that in emerging markets Steam is the only platform willing to work with local payment services to ensure wider reach while Epic is content to pass on everything from foreign currency conversion charges to payment processing overhead to consumers.
...Is this real? Some customers live in countries where they don't have the luxury of options.I think that passing the payment fees on to consumers is good. Once consumers know about the fees, they can stop using that payment method. Competition is the only reason why high fees would go down. And if consumers aren't getting hit with them, there's no reason to change.
Yeah, this was mentioned by JaseC here in the past too, but of course got ignored. In the same thread, a Medium post by Galyonkin himself also showed that EGS games having to compete against giants GaaS titles like DotA 2 (or, in Epic's case, Fortnite...) is a losing battle, which is... interesting, considering the current state of EGS, though not relevant to the current topic.
That is a misreading of his post. What he says in there is that users from GAAS / F2P games buy much less games than the average (if at all), so basing your full audience on them is not the best thing.Yeah, this was mentioned by JaseC here in the past too, but of course got ignored. In the same thread, a Medium post by Galyonkin himself also showed that EGS games having to compete against giants GaaS titles like DotA 2 (or, in Epic's case, Fortnite...) is a losing battle, which is... interesting, considering the current state of EGS, though not relevant to the current topic.
That is the same though? Sorry if I worded it wrongly - it is what I meant to say, though I disagree with the "artsy indies" label, considering the numbers he showed.That is a misreading of his post. What he says in there is that users from GAAS / F2P games buy much less games than the average (if at all), so basing your full audience on them is not the best thing.
Basically the audience for those games and the audience that buys artsy Indies is quite separated.