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Chebucto Regional Softball Club

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  3. Epic reduce their cut to 0% for the first $1 million in revenue for devs on the Epic Games Store
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

Epic reduce their cut to 0% for the first $1 million in revenue for devs on the Epic Games Store

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  • J jimmycakes@lemmy.world
    They don't got a problem. Someone on reddit a while ago pushed for epic=bad so now years later people just parrot the same shit over and over like monkeys. These people in their minds are "friends" with steam. They gotta stick up for their buddies on the internet.
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    wrote last edited by
    #210
    I don't think "epic bad". But right now, I don't see why I should use their platform when all my stuff is on steam. They should bring either: better experience or better value. Right now they don't really do either. Sure they give you free games but I have 10x the amount on my platform of choice. I'm not married to steam I just want epic to give me a reason to use them.
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    • R ryathal@sh.itjust.works
      Heroic launcher works well with gog and shows what games are supported.
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      wrote last edited by
      #211
      I agree but heroic has nothing to do with gog...
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      • MudManM MudMan
        Not even a little bit. Man, you sure like to keep digging when given a shovel, huh? Look, I'm not here to write a textbook on game publishing, but I do recommend you take that shovel and go dig up some accurate information in the off-chance you're not just posting whatever autocorrect feeds you as the first word choice.
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        wrote last edited by
        #212
        You go write that text book. Let me know when you publish your first game, you clearly have it all figured out! You minus the basics. Your problem is your antivalve for reasons no one really gives a shit about. Your issues with valve are not the %age it changes for sales on its stram store, but with moral positions ypu have personally and it colors your viewpoints. Facts: valve has charged a 30% commission since it made steam available for other studios to use. Fact: no one complained for literally 15 years. Fact: complaints about the split start after two things occurred. Massive inflation cutting into margins and steam dominating the distribution of games. You're arguments to date have been: Gabe/valve are bad people because they're a monopoly! Here are issues from over a decade that are *no longer even relevant*. Like if you want to argue that the percentage valve takes is too high, then sure we can discuss that. And hey, you wont even hear a peep from me in that case. Because its *true* imo. *But* the problem is GOG *also* takes 30%. And every other distributor has reputational issues that make them non-starters. unless you have a *valid* and *active* issue with valves practices that are *unique to valve* maybe its time to take the L and fuck off on this tolic and fet a clue?
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        • b0nk3rs@lemmy.worldB b0nk3rs@lemmy.world
          This is great and it's not like they have shit revenue splits anyway as last I checked it was 88/12 which is by far the best around.
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          wrote last edited by
          #213
          Thats because they have a reputational problem that makes them toxic to the gamer base. If they ever get market share that split will change willy nilly.
          b0nk3rs@lemmy.worldB 1 Reply Last reply
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          • ? Guest
            Thats because they have a reputational problem that makes them toxic to the gamer base. If they ever get market share that split will change willy nilly.
            b0nk3rs@lemmy.worldB This user is from outside of this forum
            b0nk3rs@lemmy.worldB This user is from outside of this forum
            b0nk3rs@lemmy.world
            wrote last edited by
            #214
            I'm interested in why you think they are toxic to the gamer base?
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            • ? Guest
              You do realize the market share of GOG is about 0.5%, right? That's despite Projekt Red being a beloved developer, the great launcher features, the fairest DRM practices, many years in the business, and so on. It only proves the point that Steam is a monopoly that cannot be disrupted whether you do it nicely like GOG or aggressively like Epic.
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              wrote last edited by
              #215
              Gog doesnt support linux or id look at them. But they also charge 30%
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              • b0nk3rs@lemmy.worldB b0nk3rs@lemmy.world
                I'm interested in why you think they are toxic to the gamer base?
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                wrote last edited by
                #216
                Thought i responded to this, but oh well will do it again. Epic, EA, Microsoft, sony, ubisoft all have a kong history of poor worker conditions or anti-consumer practices. Valve and gog have 20+ years of *decent" history of worker and pro gamer practices. The contention in this thread is from people who think valve cant be trusted because capitalism and those who say as long as they continue good behavior they're a better choice than *any* of the others in the space. Basically gog is their only real competitor and since they dont support linux or provide many of the game featurss valve does for developers its no contest.
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                • ? Guest
                  Gog doesnt support linux or id look at them. But they also charge 30%
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                  wrote last edited by
                  #217
                  From what I've been hearing, their fee is flexible. 30% is uncommon on PC.
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                  • ? Guest
                    From what I've been hearing, their fee is flexible. 30% is uncommon on PC.
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                    wrote last edited by
                    #218
                    So is valves. *Shrug*. Simply using the publicly available information.
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                    • ? Guest
                      So is valves. *Shrug*. Simply using the publicly available information.
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                      wrote last edited by
                      #219
                      I'm not aware of any evidence of Valve's cut ever adapting to a dev's circumstances. It's 30% until they've made $10M, which drops it to 25%, and to 20% after $50M. I'd call that scalability available only to the most successful few, not flexibility.
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                      • ? Guest
                        I'm not aware of any evidence of Valve's cut ever adapting to a dev's circumstances. It's 30% until they've made $10M, which drops it to 25%, and to 20% after $50M. I'd call that scalability available only to the most successful few, not flexibility.
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                        wrote last edited by
                        #220
                        That is a dynamic rate by definition, not saying its perfect. But its available to any dev whos game hits those numbers.
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                        • ? Guest
                          Implying review bombing is always warranted is as misguided as it gets. Games regularly get review bombed for something as trivial as having a non-white person for a protagonist.
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                          wrote last edited by
                          #221
                          I don’t disagree that’s a problem, but that is not what I said or implied. That’s the reason Steam has other mechanisms for scoring and scaling reviews. There are plenty of valid reasons for “review bombing” that are organic and natural consequences of developer activity: like adding Denuvo a year after release, adding a launxher or login/account requirement after the fact, etc. Making reviews “invite only” is anti-consumer.
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                          • ? Guest
                            I don’t disagree that’s a problem, but that is not what I said or implied. That’s the reason Steam has other mechanisms for scoring and scaling reviews. There are plenty of valid reasons for “review bombing” that are organic and natural consequences of developer activity: like adding Denuvo a year after release, adding a launxher or login/account requirement after the fact, etc. Making reviews “invite only” is anti-consumer.
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                            wrote last edited by
                            #222
                            If we dig just a bit deeper, it seems your issue is with the whole concept of not owning games, which is the very nature of Steam and its main policy, aptly called the **subscriber** agreement. Taking that out on game developers, let alone a competitor with more lax DRM practices, is also missing the first for the trees.
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                            • ? Guest
                              If we dig just a bit deeper, it seems your issue is with the whole concept of not owning games, which is the very nature of Steam and its main policy, aptly called the **subscriber** agreement. Taking that out on game developers, let alone a competitor with more lax DRM practices, is also missing the first for the trees.
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                              wrote last edited by
                              #223
                              That is absolutely an issue I have, but it’s a whole separate can of worms. One I could talk about all day. Right now I’m just comparing Epics meaningless, useless review system against Steam.
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                              • rmdebarc_5@sh.itjust.worksR rmdebarc_5@sh.itjust.works
                                Steam is, in my opinion, way better for the user (even if it may be worse for the developer). Epic lacks features that are important to me like reviews, the ability to view your library in a browser, warnings about DRM, Linux support, a hole bunch of features to discover games, a workshop, big picture mode. Additionally, in my experience at least, their official launcher under Windows is a buggy mess compared to steam.
                                pory@lemmy.worldP This user is from outside of this forum
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                                pory@lemmy.world
                                wrote last edited by
                                #224
                                And the thing is... Because Steam is better for the user, it becomes better from the developer. 70% of your game's Steam revenue will *always* be bigger than 100% of your Epic revenue. It's probably bigger than *300%* of your Epic revenue. That's why Steam doesn't need to buy exclusives or run loss leaders or try to lock you in with "free!" promos. Epic needs to pay developers up front to get them to *not* go to Steam, because in every case a dual Steam/whatever-else release is better than a whatever-else release. So Epic needs to pay the indie game studio that made a $10 game a million dollars for timed exclusivity, which allows the studio to not worry about losing their Steam revenue from selling 130,000 copies. Then they release it on Steam later anyway.
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