Unless your app is Smart
phones for Complete Morons in 3 easy words, then chances are you
don't want that person anyway as someone you'd have to support. It
would cost you more than they paid for the app.
First time I see a developer stating that certain customers are below
his dignity level
On Dec 11, 4:57 pm, aelfwyne aelfw...@gmail.com wrote:
Second, about users. Seriously. If someone is too stupid to check the
GMail account that sends its notifications DIRECTLY to the phone they
bought the app on. then good riddance. Unless your app is Smart
phones for Complete Morons in
Really ... 2 things.
First, the fact is 15 minutes is not enough for most apps. In the case
of a game finished in 1 hour - if it is finished that fast, then it
probably wasn't worth buying in the first place. A good game would
take much more time. More importantly, even with the increased
Users can pay though Google Checkout or Paypal and you keep almost
100% of the money (minus ~2% transaction fee).
It's also not limited to the 29 country Android market is currently
limited to.
That's against the terms of the Developer Agreement, otherwise clearly
it would be stupid not to
Since most users who request a refund do so within minutes of
purchase, we will reduce the refund window on Market to 15 minutes.
This is really bad news for me.
I don't have a trial version for my (relatively) expensive app because
I was relying on the 24 hour refund period so I'm going to
No offense, but the fact that you don't have a trial app is a really a
bit tricking people into buying the app. A large percentage of people
are too timid, don't know, procrastinate, etc, to get a refund. I
think if you have an expensive app, it's almost mandatory to have some
sort of free
No offense, but the fact that you don't have a trial app is a really a
bit tricking people into buying the app. A large percentage of people
are too timid, don't know, procrastinate, etc, to get a refund. I
think if you have an expensive app, it's almost mandatory to have some
sort of free
By the way, the 15 mins is the standard Google Checkout refund
policy. If you buy anything using Google Checkout, you have 15 mins
to change your mind. In effect, Google is not sending your order
onto the vendor for 15 minutes. So Google just took away the special
treatment for Android App
My issue is that all the changes are cosmetic. After 2 years they
still haven't improved the actual buying experience for users. Orders
are declined, downloads won't start, and users have no idea what to
do.
On Dec 11, 1:19 pm, Zsolt Vasvari zvasv...@gmail.com wrote:
By the way, the 15 mins is
Yeah, I agree. Do we know if the 15 minutes starts from (a) the moment
the buyer has purchased (and not yet downloaded) or (b) the moment
they *successfully* download the app for the first time..?
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If it's anything like buying anything else using Google Checkout, the
user will get their e-mail and at that moment the 15 mins starts. I
don't think it will have anything to do with the actual download
success.
I think Google would have done away with refiunds completely, had the
15 min grace
Every time I see a blog or email about Market changes, I get all excited
about what they might be adding or fixing. And every time I'm left confused
and disappointed.
On Sat, Dec 11, 2010 at 6:09 AM, Pent tas...@dinglisch.net wrote:
Nevertheless, it's another change from the Market that
Every time I see a blog or email about Market changes, I get all excited
about what they might be adding or fixing. And every time I'm left confused
and disappointed.
Heh, I was just thinking that earlier. Used to be it was 'great,
wonder what's coming' which has slowly morphed into 'oh no,
I agree... I find the change in trial period a step backward.
Tony
On Dec 11, 7:09 am, Pent tas...@dinglisch.net wrote:
No offense, but the fact that you don't have a trial app is a really a
bit tricking people into buying the app. A large percentage of people
are too timid, don't know,
On Dec 11, 9:12 pm, DulcetTone dulcett...@gmail.com wrote:
I agree... I find the change in trial period a step backward.
I'm happy about one thing: at least the 15 minute limit will get rid
of the I completed this game in 1 hour - uninstalled crowd. I don't
have any apps of that kind myself, but
On Dec 11, 2:52 am, Pent tas...@dinglisch.net wrote:
Clearly, the thing to do is make my app free and sell an unlock app.
Don't do it.
Users do not understand an unlock app. I've been down that road. You
can put it all over your description that you need to download the
demo first; this will
On Saturday, December 11, 2010 10:23:58 PM UTC, Nathan wrote:
On Dec 11, 2:52 am, Pent tas...@dinglisch.net wrote:
Clearly, the thing to do is make my app free and sell an unlock app.
Don't do it.
Users do not understand an unlock app. I've been down that road.
I'd second that.
You're much
On Dec 11, 4:34 am, webmonkey webmonke...@gmail.com wrote:
My issue is that all the changes are cosmetic. After 2 years they
still haven't improved the actual buying experience for users. Orders
are declined, downloads won't start, and users have no idea what to
do.
Yep. My thoughts
I used androidlicenser to implement an upgrade function that allows
unlocking additional features.
Users can pay though Google Checkout or Paypal and you keep almost
100% of the money (minus ~2% transaction fee).
It's also not limited to the 29 country Android market is currently
limited to.
For
I do have a separate free and paid version the same thing, and I'm
getting real annoyed with having to maintain the two versions.
Actually, they are starting to diverge more than I can maintain them.
What needs to happen is the LVL API needs to support the concept of
license levels, so we can
Are you actually allowed to do that in the Market?
For some reason I thought there were usage rules against doing that...
Not that I have much sympathy for Google in that regard because there
are problems here that should have been fixed a long time ago.
- Brill
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On Sat, Dec 11, 2010 at 10:11 PM, Brill Pappin br...@pappin.ca wrote:
Actually, they are starting to diverge more than I can maintain them.
Revision control paired with an Android Library project should help.
What needs to happen is the LVL API needs to support the concept of license
That would be cool J
From: android-developers@googlegroups.com
[mailto:android-develop...@googlegroups.com] On Behalf Of TreKing
Sent: Sunday, December 12, 2010 12:08 AM
To: android-developers@googlegroups.com
Subject: Re: [android-developers] Re: New Android Market Client Update
On Sat
I use SVN for every project I ever create :)
Library, but Libraries are simply an imperfect way to do it on this
platform what with the resource and R classes.
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On Sun, Dec 12, 2010 at 12:21 AM, Brill Pappin br...@pappin.ca wrote:
Library, but Libraries are simply an imperfect way to do it on this
platform what with the resource and R classes.
Granted, I haven't created an Android Library project yet, but I thought
that was taken into
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