I need to spill my guts out!

I agree , it’s a lot easier to find stuff if it has appropriate prefix.

When they are all categorized and in their own specific folders then I don’t know what is out of place for you to search that prefix in OS and want them to be found. You should head to the Textures and Meshes folders instead of doing a search for them in command line.

I suggest you to look for the Filter that’s put on the content browser specifically for that reason.

What some people take as fact and then base rules on it is actually a theory which repeated becomes fact but if you go back you find it’s a theory that’s not necessarily true or requirement.

You search by prefix in asset details, data tables or variable defaults. Pretty much in every place where you actually use the content.

I’m not saying what you are suggesting doesn’t work. But I’m saying what I’ve done isn’t any different in the results. If you think doing a left click on the Textures folder and then typing Gr in the search bar is any more time consuming than it is to click on the package folder (AL1 in my case) and then typing T_Gr (which is what you are suggesting) then I don’t see a reason to continue the discussion. If you think one way is fiddling and wasting time and the other is standard then you can keep your mind. I think I have proved my point enough that anyone who doesn’t takes sides would agree with me. It’s a similar discussion as why we should have 0 connected to metallic input if the default value is already 0. Some people believe it’s standard just because they are told it is. (If connecting 0 to Metallic input is really a thing then connecting a 0.5 to Specular should also be enforced I supposed).

You do realize that time consuming is actually considered a cost?

Implying it is not time consuming and both take the same amount of “seconds”. Maybe you should re-read the post.

In general this is my experience as well. Out of thousands of purchases for code plugins for Unity, I’ve only ever given 2 refunds (only 3 requested). One of the refunds was a person that mistakenly thought my product worked with the Apple TV 3 instead of Apple TV 4, and the other didn’t read the description of controllers supported but it was a pretty long list so I could see how that could happen so I granted the refund. I will say though that the 3rd though claimed he accidentally had it in his cart but when I checked the invoice it said he had downloaded it (totally different than just purchasing) so that was obviously not the truth. Then I looked up his info and he was one of the known pirates so obviously I didn’t bother corresponding with him. That being said I don’t think the pirating hurts sales at all, I just didn’t want him to have his cake and eat it too since it was obvious what he was doing. If I wasn’t 100% sure I would have granted him the refund because it’s just good business practice. I can’t speak for the Unreal marketplace but if the refund request rate is normal it’s really how you should react as a business giving refunds. However, not sure of the accuracy of some of the publisher reports but if the refund rate on the marketplace is markedly higher then it makes sense to tighten up the return policy because obviously system abuse is going on and word has gotten around and more than normal is doing it.

As far as a policy is written though, it really should be a sales are final after download policy except where required by law (by far the most common EULA language for digital assets), unless there is something wrong with the description or other wrongdoings by the publisher. EU and other countries law obviously takes precedence but at least in my sales data for the past few years, those countries only account for about 25% of all sales. The US is the highest percent of all countries at 51%. Obviously the marketplace is different but I would expect it to be similar. That way each publisher can run their business the way that they would like and can combat systemic abuse if it ever occurs. At least on the Unity Store every once in awhile it does occur though in one form or another, either someone buying a lot and just asking everyone for a refund, or perhaps threatening with negative reviews if no refund is granted. The biggest thing is being able to identify when abuse is occuring and then banning the user, as long as this occurs the refund rate will stay low.

Well put. If it was not in your control to refuse refunding the third person despite the fact that you was 100% sure the claim was false you’d have been having a thread on unity forums similar to this one.

Reading comprehension.
Look into it.
I wasn’t responding to you but the comment directly above my own.

This is generally how the known pirates get discovered. The private Unity publishers forums (and I’m sure the Unreal one too) is where publishers usually discuss if they see anything out of the ordinary (like fishy sounding refund requests, or reviews that don’t make sense to the product written after). I’m sure there are some discreet pirates that go unnoticed (but again my opinion is pirating doesn’t hurt sales) but it’s amazing how many don’t even go this far and send out the same refund request to 15+ publishers at the same time. It’s usually not prudent to get caught up in trying to prevent these things though as much as it might make you angry. Odds are if their buying that many plugins in bulk that they are using a stolen credit card so chargebacks might occur. Really the only thing to be done is notify the host of username X’s issues so they can ban the account and prevent easy future damage and delete reviews, etc. Pirating is a whac-a-mole type endeavor though really you can’t prevent it and it’s best to not invest much energy into doing so. Let Epic go after the big pirates. Keep making your product better and the pirates will always be behind, and you can use the torrents as a marketing tool.

I really don’t think it hurts sales, but what is important to prevent is the second-class pirates that only do so because it is easy and there is no minimum barrier (like getting banned, etc.). Like anything else if it’s a bit too easy that refund rate will be higher than it should be compared to other markets which will hurt publishers.

It’s not that they should be omitted. It’s that there’s no way to prove one way is “more standard” than another. It doesn’t really matter how it’s been always used in UE2/3/4 because every company make up their own preferences it’s not something to say nothing else wouldn’t work other than this. I have had a look over Crysis 1-Warhead-2-3 and Ryse files and no file among the whole thousands of files followed such prefixes and as long as the folder structure was correct Crytek didn’t have any problems with that but I have again been on projects who did have long long names for each asset file and nothing got broken either way. It’s just a matter of preference and nothing to threaten a seller for it. I can put Tex_ before all my textures but what’s the point of you also add another package to the project and those textures do not have Tex_ before them. Virtually 2 out of 10 packs on the market follow the exact same naming convention suggested by Epic.

Also as far as the naming convention rule for UE4 Marketplace goes, this should be either one concrete solid naming convention rule enforced to everyone or none at all. All together we have bought so many packages and never found 2 packages using an identical naming convention. Naming is so random and anybody has used the form of naming that made more sense to them and the content always got published (including my own which doesn’t follow the same naming convention as Epic suggests).

@The_Valeyard, Excuse me sir I thought it was towards me.

I had never been informed of the prefix thing in any of my marketplace submissions. I will update my stuff to use it, but if they want it to be a standard, they should actually enforce the standard. (And yes, it does seem redundant to me when everything is already filtered and color coded)

I take it you’re not a command line user and not used to using “search” across massive repos rather than mousing around over a dozen folders in a small project?

Also, it feels to me like you have decided that you are right, and EPIC is wrong, and you won’t really listen to any arguments, because the command-line and text-based arguments have been made many times, yet you keep repeating that clicking on checkboxes or navigating hierarchies is the only solution people should want. Not listening to customers is not a great way to build a business.

I can’t believe this turned into a big discussion of the least important aspect of the post

Most important aspects was already discussed, few times each, with same exact points from each user, so yeah.

This guy is a genius, BOOM PROBLEM SOLVED DISCUSSION OVER :smiley:

What about having each marketplace seller get to determine the outcome of refund requests? Probably less, and easier, work for Epic to review sellers occasionally to make sure they aren’t unjustly declining refunds than for Epic to go through every refund request themselves, presumably without detailed knowledge of the product.

I think the root of most of the issues with the marketplace is Epic being spread too thin. Anything we can do to take some of the weight off 'em is going to be good.

you guys are hiding behind epic, it going to be hard if not impossible for you guys it even prove that someone had stolen your content anyway,
I’m no law expert but this is how I see It and correct me if I am wrong

  • even if a game is published, I don’t think that epic have the legal right to “open” the game up anyway, the engine the game is made on it there’s, but the “content” is not, as long as the person pays Epic the 10% then that’s it.
  • at the end of the day it up too the seller to look for there stolen content
  • I wonder if Epic will fight the fight for you?
  • from my understanding the marketplace sellers don’t get the brake down on who had purchased the content so how would you know if it is, also there just usernames anyway, epic don’t even know who you are.
  • following that point you still cant prove that they have stole it anyway, company’s may have serval usernames set up and people come and go, one person buys it and the content get transferred around from PC to PC to PC and so on, passwords get lost, etc,
  • if someone is going to steal your content and releases a game with your content, then they would probably buy it after the release the game anyway,
  • the benefit of you content being on a finished product would be far more than the amount being stolen,
  • are you really going to chase down every and spend you time looking for who is using you content, if you don’t you are going to lose money, your better of making more content to sell then you are looking for people who have stole it

at the end of the day saying people will steal you content if the allow more refunds is stupid, it sound like you are hiding behind Epic and using them as a excuses to make sub-par content, knowing that when people buy it its there bad luck

Again, “do it this way because it was always done like this before” is the most traditionally way of thinking on a modern day. Which also equals to “don’t do it that way because that’s never been done before”. On a side note I assure you while paragon is probably following the same naming conventions as Epic suggests (because it’s being developed by Epic), there is a very very slight Gears of War 4 (different developer) is also following the exact naming convention all around and yet both are being developed on the same game engine and nothing needs renaming as no issues arise. I do not see a need to continue the discussion about prefixes on this thread anymore. If this is a matter of “It should be done this way because we say so” then that’s fine by me and I will obey. I don’t own the house. Deep down I know I’m having +500 clients who have been always happy with the work I’ve done.

As someone who has dedicated his work to UE4 for the past 2 years and, and currently developer of the package that has received most number of free updates on the whole UE4 marketplace to deliver a consistent experience to the buyers on top of hours of assistance over skype and never tried to port UE4 content packs to other stores such as Unity and else. I am offended to hear that if it’s directed to me.

Unfortunately. After 6 pages main still remains unsolved.

This isn’t necessarily true. Latest version of my pack available on torrent is months old. Why would someone download the 6 months old package which includes half less content if they can flood the marketplace with purchases and refunds. Just because at some point some content is illegally made available for download it doesn’t mean we should stop any protection on the original source. Just because your car was stolen once and generally all cars can be stolen it doesn’t mean you should never lock your car. When someone points to a single material file with an unnamed parameter in a package that has more than 100 functional pieces he is admitting all his evil intentions behind it. Has anyone came to me and in honesty revealed they are truly desperate with the content I’d have asked Epic to grant them a refund but some people trying to be sneaky all the time is something else. In your ideal system these people should be refunded without question is just horrible. To build customer protection you are putting together an Anti-Seller system that runs the off.

As long as a seller complains about unjustified refunds should be stopped they are told “why do you think every buyer is scuag." Ref. post #203.
But why is it that sellers don’t get the right to decide for the refunds? "I guess all sellers are scu
ag” ?

I was lucky to become a seller after the refund policy was updated. @SE_JonF had +30 Refunds in a short time is not a joke. His stats are still there. His content are best in terms of quality and performance I have his collection and I testify it. And he is by peoples word one of the best content creators ever participated in Marketplace and then quit because of the same issues. Most of us have worked on some AAA games you’ll see coming out on the market this or next year and have nothing to hide behind Epic for. Yet we are hearing all these negativity all based on assumptions, personal thoughts, ideas and emotions and never a single time anybody discussed it from a data driven perspective.