Good point. But I wouldn’t expect much support for a $10 item. I would for a $100 item though and for a $50 item. I also wouldn’t necessarily say its the responsibility of the producer to upkeep their products with UE4 changes. The user needs to know how to upkeep their own game witht he assets in it. That being said, I wouldn’t buy the ledge climbing system since there is already feedback that its not compatible with a UE4 version past X. If the creator wants to get new clients… they should upkeep it. If they don’t, dont. Lower the price if you want and simply state it works up to X version as is. nothing wrong with doing that.
If you want to pre-select your buyers, wouldnt you be better off making assets on freelancing sites for a set quoted price. You can directly influence the amount of people you have to provide support for there. If you’re hoping to sell $50 product to two people. I’m sure thats attainable on a freelance
site. I’m **thinking **most release on marketplaces to get most amount of buys out the gate.
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Actually, it IS the responsibility of the producer, as part of the terms of the Marketplace. You must update your product to work with each new version of the Engine within 45 days, or it can be removed from the store.
This is due to Epic’s need to iterate quickly with the Engine, and to assure buyers their investment is worthwhile. This is doubly important for plugins, such as Substance, which can kill a project if they don’t work.
Now, $50 for 2 people is preferable due to the costs of support, not the asset creation. It takes time and energy to support someone. If you are lucky, the support gets solved once, and no more issues crop up. This is never the case. Now, what is really preferable is 100 purchases at $50. Then you can, as an example, afford to support them in a timely manner.
No, selecting buyers is the job of marketing any product or service. It is part of the equation you use to set prices. You want the maximum number of customers at the maximum price, at the minimum expenditure. It is all a part of doing business.
And make no mistake, everything on the marketplace is a business.
If the ledge climbing system doesn’t work for the latest Unreal version, then after 45 days, it should be taken off the Marketplace to sell, as per the agreements to sell on the Marketplace.
I actually don’t want to see the Marketplace become like the Asset Store.
This discussion seems to be trying to dictate how the producers dictate their prices. That is the job of the marketplace, not of an individual.
I am wondering why no one has suggested starter packs, rather than hobbyist licensing. As an example, on the store, you usually have a few versions of a model set. You have the base model, and maybe on skin and an alternate model, with an outfit if the Starter edition. You also have a set that includes more clothing, textures, and figures, and it is called the Pro version. And then an Elite version with even more figures, textures and clothing, and some morphs thrown in.
Now, my suggestion is not to create packs, but rather sell a base set that includes the assets necessary to get started and show off functionality. Then sell the same asset with all the intended assets for the full set. This would be at the producers discretion, as it is more work. And as great as a way to try the functionality on the Marketplace can be, it doesn’t really tell us if it will work in our projects. So this can serve that need.
There is a rock pack that does something like this, he gives you a sample pack for free, and if you buy his full pack, the sample pack is a nice bonus you can place in the full pack and it just works like extra content. Charging for something like this might bring him extra income. But the Marketplace is not geared toward this type of packs, is it?