Standardize Credit Pack Values
lackofbindings
This isn’t a scammy pay to win mobile game, there’s no reason to obfuscate the credit values by making the packs odd values. $5 should get you 500 credits, $20 should get you 2000, etc. We don’t need these things listed with $0.99 and “bonus” credits. Creators don’t want that, buyers don’t want that.
Standardizing he values makes it easier for creators to price appropriately. And it makes buyers feel less like they’re being scammed.
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lackofbindings
This canny is outdated. I learned later that the extra amount is an exact 20% to offset the transaction fees. The numbers are set such that an exact USD amount payed in by a buyer ($10) becomes an exact 50% paid out to the seller ($5). And CE sellers are encouraged to stick to prices that align with credit pack values.
Now of course this doesn’t excuse the pricing of vrchat’s own items, but that’s a discussion for another canny.
pitoru
Earlier, I mentioned a request from Canny to correct the pricing structure where the price increases with the number of credits purchased per transaction (https://feedback.vrchat.com/feature-requests/p/the-more-credits-you-receive-at-once-the-higher-the-price).
I believe this is due to the poor math skills of the VRChat pricing team, so I think standardizing the price to a zero at the end would be excellent and easy to understand for both the management and users.
I completely agree.
ʙɪɢ․
This solution to the problem seems simple until you take into account that not everyone uses the same currency. 500 credits would supposedly equal 5 USD, but then it'd still be disproportionate for everyone else. It'll always be a problem no matter how much you change the exchange rate.
This is why I proposed displaying a conversion to your personal currency next to your wallet balance and individual purchases as it would apply to everyone. It's also much less predatory to openly disclose how much real-world money you're throwing around, as credits are typically used to obfuscate the responsibility of managing your funds, so it's a win-win that way.
lackofbindings
ʙɪɢ․: The value of credits are already relative to USD. It's a game based in the US and everything is no doubt going to be done in USD and then converted to your local currency. Exchange rates and buying power change all the time, it's always going to be disproportionate if you're outside the US.
°sky
i think requiring actual prices next to the credits in-game would be better so users have an actual monetary value assigned when buying something would also greatly help