#Economy V2: Durable/Non-Consumable Items for Item Prices?

6 messages · Page 1 of 1 (latest)

young ravine
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I want to utilize the multiple prices per item and multiple items per price feature in Economy V2 to set up a purchase discount for players holding a certain items, i.e.

  • Price 1: 100 coins
  • Price 2: 50 coins + 1 token item.
    The problem is that right now when purchasing with Price 2, the 1 token item will get deducted from the inventory, thus the player would no longer hold that token item anymore. Would it be possible at all to set up an item so that it is not deducted, i.e. merely checked for existence in inventory, when used as prices of a purchase? Granting a huge amount of token items could work, but it sound like a dirty workaround.
trim lichen
young ravine
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@trim lichen Unfortunately this is not what I wanted. I feel like this is more convoluted because of the following issues:

  1. It depends on configurations that is outside of the Economy system. I want the ownership of the item to be the single source of truth, and Segments right now do not support referencing item ownership to move player in and out of a segment, so other mechanism would have to be used, which would make the setup much more error-prone due to missed corner cases or misconfiguration to be worth using for my particular purpose. E.g. I would have to set up Azure Functions triggers on various PlayStream events to set some flags on and off. It's also not clear whether player entering a segment is immediate when condition is triggered, or whether the segments would only refresh on an interval, which would mean that user would not qualify for the Store until the next refresh, thus causing delays and complicating our UX.
  2. Putting the player into a segment only permits them to access a Store, but it's not immediately apparent to the game client which particular Stores a user can use, e.g. there is no APIs as far as I'm aware of that I can easily query all the Stores a player has access to. Thus if I am to use Stores for my purpose, I would have to implement client-side filtering, and redo the filtering every time a user purchase something.
  3. This one is nice-to-have, but Store is currently also limited to permitting a single segment. If later on I want to permit users holding both Token A and Token B to get a deeper discount than holding just Token A or Token B, using Segments wouldn't be able to handle that easily, where I would have to make 3 segments for "Only Holding A", "Only Holding B", "Holding both A and B", which compounded with Issue 1, would very much complicate our setup.
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Also, I believe that immutable items already exist in Economy V2 by way of items associated with subscriptions, so I want something similar to that.

trim lichen
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Have you taken a look at the new segmentation feature in public preview?

https://developer.microsoft.com/en-us/games/articles/2025/03/introducing-player-custom-properties-public-preview/

https://learn.microsoft.com/en-us/gaming/playfab/data-analytics/acting-data/advanced-segmentation

subscription items are only available during read operations. That behavior is not currently supported for write operations.

Overview on Advanced Segmentation with Player Custom Properties

young ravine