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why should it change you can get it free on Steam but keys are not and still not allowed to be got for free
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I think you misunderstand. I was asking when the price itself will update, as when a game's price changes, CV is recalculated. I'm not asking for the CV amount to be changed as it's not a giveaway game, it's that the SG game is connected to steam's API but I was wondering when it gets updated due to the API.
Because the price is 0 now, people will drop levels when they give it away. I haven't given it away, but I was wondering for others when their level will change.
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no idea but fair enough thought you meant no one can give it away for cv now
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That's what this means though. CV is tied to the price on steam and when the price on steam comes up as 0 because it's free, then you won't get CV for keys either.
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If the price is reduced to zero, as I understand it, everyone who make giveaways with this game before will now receive 0CV for it retroactively. It does not depend on the date, as with games that are temporarily was free and the CV up to that date is saved.
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Yes, that's the difference between if there was a massive giveaway for it right now vs. it actually going ftp on steam. People who made giveaways years ago would get to keep the CV. I was mainly wondering bc I looked back on previous giveaways and when the last time it was given away and saw that the price on the giveaway page was 30P so I thought maybe it wasn't in effect yet or something. Ig it just doesn't show on the giveaway page if the giveaway is older than the price change.
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Going off past evidence, it takes 24 hours for a game to fully launch on Steam; This meant that in the past, newly launched games would have 0CV for the first day following launch. Nowadays, the Profile Features Limited component overrides that consideration, as PFL has the same result and is longer-lasting. [It's theoretically possible that AAA games could be pre-approved by Steam, thus bypassing PFL, but still hit the 24 hour aspect (if it still exists), however.]
For a game that's already on Steam, changes in license should more or less be immediate, in the same manner as updates related to any sale discount. I'm not sure if rushing a license going live immediately after its creation would affect that or not, in relation to the launch element I mentioned initially (as I'm not sure if that's exclusive to store page formation, or if it can extend to individual licenses as well). I've also seen delays on info properly processing [ie, even within Steam itself, nevermind for community site syncing] when Steam is under heavy load, or otherwise quirked out.
That said, generally speaking, you're just waiting on the community site to sync itself, rather than anything on Steam's end. As far as SG.. last I heard it was (maybe) twice per day, but I haven't seen anything more definitive on the matter.
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Thanks, I was just confused bc I looked at previous giveaways and saw the price was 30P so I didn't know if it would retroactively change on those giveaways and SG wasn't updated.
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Steam itself only associates the most discounted price on a store page with a store page's associated listing. This is why when Daedelic bundles discount to a cheaper point than base games, the price (in Steam searches, etc, as well as Community API calls) for that store page [and thereby any assocaited CV on SG] displays an incorrect value.
By way of that, free weekends, nevermind permanently free/free-to-play games, will all return a result of 0 CV. Subs have their own store listings, so any subs listed underneath the page-associated license are actually completely stable, since calls for them are instead made to their own sub page (which, unlike the main store page, is not shared with any other subs).
Thus, to summarize things, the only possible way a game can go free-to-play and still retain a CV value is if it has the paid license still up on a separate page. While that's certainly possible for games introducing a free demo-styled license, it'd be rather unlikely for any game that is setting its entire base game to be free.
( Also, note that in situations where the nature of the content itself also changes [eg, old paid keys now create "Founder status" accounts], staff may choose to manually edit in the last known CV, so that the keys can still be gifted freely. This would however be very unlikely to occur if keys for the new free version area also made available for some reason, due to the potential issues involved. Meanwhile, if the nature of the content does not change, then there's no grounds for adjusting the value of past keys [again, there's too many problems involved, and then there's the question of whether the keys should be reevaluated or not anyway, as "what you paid" isn't the criteria SG utilizes to value CV to begin with]. )
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Ok, just making sure, PUBG doesn't have a paid license still up? I don't see any but I just don't know.
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Not that I can see. Google results, however, state: "Krafton plans to introduce an optional one-time $12.99 “account upgrade” called Battlegrounds Plus that gives you access to ranked and custom match modes, special in-game items, and more. People have who already paid for PUBG will get the PUBG Special Commemorative Pack, which includes Battlegrounds Plus and additional in-game items."
Going off that, the original game/Commerative Pack version won't likely be listed on Steam again. As that version is stated to contain Battlegrounds Plus, it is however feasible that one could post the old keys under that.. however, that would require the old keys to activate the DLC through Steam, rather than through an internal association. Similarly, the DLC itself would have to be made available for Steam purchase, rather than through in-game purchase only.
So there's reason to hold on to keys for now, but no guarantees on them ever gaining CV back again. They should at least still retain trade value, however.
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you can always check SteamDB: https://steamdb.info/app/578080/subs/
and look for the "free on demand" package, in this case 674005
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!addlicense ASF 674005
for anyone that just clicks it
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I still do not understand how this game became a bestseller and how people found it an interesting game?
4 years ago, I once played 2 maps and uninstalled it immediately
The best boring game ever i have play
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CSGO is fluid, pubg makes you feel like a laggy ragdoll. Not only that, cs go is very tactical, pubg not so much. Even more, cs go also has a battle royale mode, actually it has a few, but it has hundreds of other game modes too on top of what valve itself provides. Modding is one of many keys to success. You can surf, bhop and kz, deathrun, zombie modes, headshot, hide and seek, gun games, ctf, br, trikz, grenade, scouts(adapted to official now), etc. The playerbase is diverted across many of those servers.
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This is how I felt. PUBG felt like crap to me to play so I quit immediately. Everyone kept pressing me that it's a good game so I even bought it at $30 to try it on and I was so let down and uninstalled and erased it from my mind and never refunded it I just realized but too late for that.
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They paid popular streamers to play their game. Basically they created themselves an empty area and people bought it, even it was a buggy game. This was also the reason for many companies force their developers to make battle-royale games or modes for the games. Since there wasn't really a demand for these kind of games, most of them born dead.
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unless you no longer want to play it what would be the point of removing it?
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