Discussion: Plugin Prices

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Dltedacc

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I agree, but that is the exception not the rule, right?[DOUBLEPOST=1476757089][/DOUBLEPOST]My argument is that the only two factors should be what professional programmers are paid on: Time and Skill. Cost of plugin should = time*skill

But couldn't developers lie about how much time it takes to make more profit?
 

CSquared

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But couldn't developers lie about how much time it takes to make more profit?
They could lie. But right now the possibility of them lying is a better option than the lack of any standard. If developers would make a habit of commenting on and rating other developers based on the fairness of their prices and bids, that would also help bring consistency.
 
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Dltedacc

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They could lie. But right now the possibility of them lying is a better option than the lack of any standard. If developers would make a habit on commenting and rating other developers based on the fairness of their prices and bids, that would also help bring consistency.

You are saying that Developers should comment on other thread's business?
 

CSquared

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You are saying that Developers should comment on other thread's business?
Yes, comment on their prices, or rate them negatively to avoid trashing. PMing buyers and giving them a heads up would also work.
Edit: You should always PM the dev about it before giving public negative feedback. If they refuse to value fairly then give negative feedback publicly.
 
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CSquared

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" 1.4 Do not defame or otherwise trash another member, person, or thread."

Wouldn't this break the rules?
No, questioning prices isn't defamation or trashing. If you're scared you can't review another member without trashing, then just pm the dev or rate negatively.
 
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Dltedacc

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No, questioning prices isn't defamation or trashing. If you're scared you can't review another member without trashing, then just pm the dev or rate negatively.

Personally, I think that developers should not post on other developer's threads. I think that everyone should stick to their own thread. The customers will comment if they find something wrong with their thread like prices. Just my opinion, though.
 

CSquared

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Personally, I think that developers should not post on other developer's threads. I think that everyone should stick to their own thread. The customers will comment if they find something wrong with their thread like prices. Just my opinion, though.
The only problem with that, is customers don't know what to look for. Another dev is more qualified to critique prices.
And you don't have to go to their thread. Just spreading the word through PM's or your own thread would do the trick.[DOUBLEPOST=1476757906][/DOUBLEPOST]Shattered Justis
Your opinions?
 
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The reason retail plugins are worth more than indie games is because you can't make money using a indie game. You can think of it like personal licenses and business licenses. The indie game is the personal license because you bought it just for you to enjoy. Where as the plugin is the business license because you bought it so other people can use it.
 

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The plugins marketplace is not the appropriate area for a thread such as this.
There's a perfectly good "Development discussion" forum in the discussion forums.
http://www.mc-market.org/forums/development-discussion/

Use that next time.

As for how I price plugins, I do so based off of the following criteria, from least weighted to most:
1) The time I have spent learning the things I already know, which are required to even begin making the plugin.
2) The time I'm going to have to spend learning new things in order to completely make the plugin.
3) The time required to take all that knowledge, apply it, and actually build the plugin
4) How loaded/poor the client ordering from me is. :p

How anyone prices their work is completely up to them, and that should be respected. Good on them if they get more business than you. Who cares if they don't.
So no, I don't think anyone should tell another developer they're pricing is necessarily wrong, nor do I think we should sensor an experienced developer from pitching in their perspective.
All thoughts are welcome.
 

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The plugins marketplace is not the appropriate area for a thread such as this.
There's a perfectly good "Development discussion" forum in the discussion forums.
http://www.mc-market.org/forums/development-discussion/

Use that next time.

As for how I price plugins, I do so based off of the following criteria, from least weighted to most:
1) The time I have spent learning the things I already know, which are required to even begin making the plugin.
2) The time I'm going to have to spend learning new things in order to completely make the plugin.
3) The time required to take all that knowledge, apply it, and actually build the plugin
4) How loaded/poor the client ordering from me is. :p

How anyone prices their work is completely up to them, and that should be respected. Good on them if they get more business than you. Who cares if they don't.
So no, I don't think anyone should tell another developer they're pricing is necessarily wrong, nor do I think we should sensor an experienced developer from pitching in their perspective.
All thoughts are welcome.
That's why this is an open forum.[DOUBLEPOST=1476764226][/DOUBLEPOST]
The reason retail plugins are worth more than indie games is because you can't make money using a indie game. You can think of it like personal licenses and business licenses. The indie game is the personal license because you bought it just for you to enjoy. Where as the plugin is the business license because you bought it so other people can use it.
I didn't think of it like that. That's exactly right. Although I do think they still may be inflated.
 
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Justis

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It's still 600 lines. It's not about the fact that it's simple, it's the fact it takes time to make. Complexity for the developer themself and the time it's going to take them does factor into the price. Rather than the other way around as your pricing would suggest.
I'd rather pay more for an efficient dev to make a complex plugin in a few lines, rather than an inefficient dev to make it in a thousand.
I put a lot of TIME and effort into DECREASING the amount of processes and "lines" I run to achieve a task.
So measuring a plugin's worth based off of lines is nonsensical.
Unless you're a machine that produces content at a fixed rate, never backspacing, and never taking time to think about what you're writing next... The lines you produce don't accurately represent the time you spent writing them.

If you want to value your work by time, get out a stopwatch.
 

Shadow

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I'd rather pay more for an efficient dev to make a complex plugin in a few lines, rather than an inefficient dev to make it in a thousand.
I put a lot of TIME and effort into DECREASING the amount of processes and "lines" I run to achieve a task.
So measuring a plugin's worth based off of lines is nonsensical.
Unless you're a machine that produces content at a fixed rate, never backspacing, and never taking time to think about what you're writing next... The lines you produce don't accurately represent the time you spent writing them.

If you want to value your work by time, get out a stopwatch.
I agree. Also the the fewer amount of lines is not always better. You need to make sure your code is readable. So at points it is better to add a extra line of code so it is easier to read when you come back to it later.
 

CSquared

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I agree. Also the the fewer amount of lines is not always better. You need to make sure your code is readable. So at points it is better to add a extra line of code so it is easier to read when you come back to it later.
Comments achieve that goal and won't add to the code.
 
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Shadow

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Comments achieve that goal and won't add to the code.
It is different then comments ill put a example.
You can have this:
Code:
var result = methodOne(methodTwo(a, methodThree(b)), c, d);

Or This:
Code:
var result3 = methodThree(b);
var result2 = methodTwo(a, result3);
var result = methodOne(result2, c, d);
 

CSquared

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It is different then comments ill put a example.
You can have this:
Code:
var result = methodOne(methodTwo(a, methodThree(b)), c, d);

Or This:
Code:
var result3 = methodThree(b);
var result2 = methodTwo(a, result3);
var result = methodOne(result2, c, d);
Code:
//result is the return of three chained methods
var result = methodOne(methodTwo(a, methodThree(b)), c, d);
Edit: you could even put the readable code in a multi line comment, which would be excessive for more complex code, but a solution for code like in your example.
 
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Shadow

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Code:
//result is the return of three chained methods
var result = methodOne(methodTwo(a, methodThree(b)), c, d);
I don't think you are getting at what I am saying. Lets say in a month you come back to your code to update it. It is much easier to read the second version then the first version. You can have the comment there that is telling you what it does but when you try to read it you have to think a lot more then the first version.
 

CSquared

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I don't think you are getting at what I am saying. Lets say in a month you come back to your code to update it. It is much easier to read the second version then the first version. You can have the comment there that is telling you what it does but when you try to read it you have to think a lot more then the first version.
The comment I made described the logic, not the result. I would be able to read that comment and understand that code.[DOUBLEPOST=1476767501][/DOUBLEPOST]
I don't think you are getting at what I am saying. Lets say in a month you come back to your code to update it. It is much easier to read the second version then the first version. You can have the comment there that is telling you what it does but when you try to read it you have to think a lot more then the first version.
Don't get me wrong, I understand what you mean and I do believe there is merit to it when a comment CANT do the logic justice. I think this comes down to the values of the individual dev. Slight performance boost, vs slight scalability improvement.
 
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The comment I made described the logic, not the result. I would be able to read that comment and understand that code.
I am not going to argue with you but if you are going to work for a company people on your team will hate you if you write code like the first version.
 

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I am not going to argue with you but if you are going to work for a company people on your team will hate you if you write code like the first version.
And if you don't comment you'll get fired.
Edit: working on a team completely changes the situation also, in that instance I'd value simpler code like your example while still using comments.
 
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