Good morning! The split is 88/12. We fixed the bug in displaying order history that limited it to 90 days, and we now include free games in order history. All other investigated cases of missing free games turned out to be the result of accidentally having multiple accounts.
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Replying to @TimSweeneyEpic @FordNevan and
We’ll be making further improvements to reduce duplicate account creation. Cloud Saves are live for several games and will expand soon. Other features are coming. And Fortnite is going strong. The most recent in-game event came close to its all-time peak concurrency record.
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Replying to @FordNevan @XentziSGaming and
As I’ve said many times, console hardware often sells around or below manufacturing costs and the hardware+marketing+stewardship costs are clearly subsidized by software sales, so their business model isn’t comparable to a pure store.
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Replying to @FordNevan @TimSweeneyEpic and
Steam takes the 30% to support their games, store, modding for the community workshop, and multiple other's. Does Epic do that? No. Get that through your head Tim. Please.
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Replying to @Valor_Ghost @FordNevan and
One would need an honest breakdown of the costs of providing those services in order to draw that conclusion.
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Replying to @FordNevan @XentziSGaming and
My current breakdown of the cost of digital distribution is roughly: payment processing for predominant payment methods: 2.5-3.5%; customer service 1.5%; bandwidth and hosting 1%.
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Our understanding of these numbers is based on our experience operating Fortnite and Epic Games store together at a large scale. To sanity check, compare the costs of credit card, PayPal, or AliPay payment processing which have similar customer service operations and lower fees.
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Replying to @FordNevan @XentziSGaming and
Epic’s been around for 28 years. The first thing we did was sell games directly to gamers - on floppy disks, by mail!
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