4 ms·
Can you explain that point a bit more? It doesn't seem to make any sense to me. You revenue is going to be number of sales * price - (number of refunds * price
by emtel 6y ago
Can you explain that point a bit more? It doesn't seem to make any sense to me. You revenue is going to be number of sales * price - (number of refunds * price * 0.3). Factor, and you get price * (sales - number of refunds * 0.3). Your unit cost is 0, so the only thing that matters is if your revenue exceeds your fixed costs.
I don't see how this would explain a disincentive to charge higher prices.
- esrauch 6y agoPerhaps the refund-rate is higher on $100 apps than $1 ones? If you find out your kid made an unauthorized purchase of $2 you're not likely to refund it, if its $100 you definitely will.
- nkrebs13 6y agoI'm not the person you're asking, but I can probably try to explain. Take other payment processing platforms like Stripe as an example. Stripe charges $0.30 + 2.9% to process a purchase. To help build your (and my) mental model: Price of item -> Stripe revenue (rounded) $1 -> $0.33 $5 -> $0.45 $100 -> $3.20 Apple's 30% cut makes sense if they were expecting most apps to be roughly $0.99 (anecdotally, I remember this being true during the early days of the App Store) and the (presumed) few apps that cost more than $1 would be the "whale" developers that would subsidize Apple software development. But nowadays apps are a lot more powerful, feature-full, and development-intensive so higher prices are required for any hope of profit. So the math you have is right, it's just that the path to profit is a lot harder when the ONLY way to sell your product is to have >=30% cut out immediately upon sale. Some stores set a minimum (e.g. $5) sale amount for using a credit card and those payment processing platforms have fees orders of magnitude less than Apple's App store
- ivalm 6y agoYour profit (at 0 unit cost) will be (Sales not refunded * 0.7-refunds * 0.3) * price If Sales not refunded/refunds<0.3/0.7 ~ 43% Then profit can be negative (you lose money because more people refund than not). >57% refund rate literally makes you lose money from listing. But even if just quarter of people refund that eats almost half of profit.
- strgcmc 6y agoYou missed the key point of the OP: you only get 70% of the gross revenue (units * price), but when a user requests a refund, you the app developer have to pay out of pocket to return 100% of the price back to the user (Apple doesn't refund the 30% it took off the top). So you are losing 30% on every refund, and in the extreme case, if every sale is refunded (i.e. from a malicious online viral thing directed against you), you can lose unlimited money scaling linearly with the number of sales (again, if every sale is refunded or close to it). EDIT: ofc in the Twitter thread, there's few disputing that if this is actually true, or if maybe Apple does different things in different markets, etc. so everything with a grain of salt I suppose