That aside I do enjoy the service but hate the new system.
I understand this point of view to a point. however, you can be sure that AAA titles likely will get enough subscription points. BUT you would be surprised at how some AAA games had very little interest and downloads while some very cheap budget games had incredible interest and downloads. it's the only way we know to try and gauge interest in titles and to prioritize the workload.
the point of having a subscription is to download the biggest, most updated, and most complete source of safe, and working trainers for the pc ANYWHERE, with support.
specific feedback regarding actual negative consequences of the system would be more helpful. is there a game you wanted trained ( a mainstream game for instance) that didn't get a trainer? that sort of feedback, etc.
Am sorry you feel that way.
But the many reasons still stand. Even many of the mainstream games where only getting a few downloads. So basicly with the time and cost to make it and update them. Did not even match the amount of downloads. But you can not forget all the other games. With the constant indie games coming out and pretty much nearly everyone was being asked to have a trainer. Now I know many indie games that pretty much act like the same way as an Early release tones of fixes and patches which then caused the need for the trainer to be updated. But also you must remember the companies that use certain engines that can be very tricky to train. So it adds to the time factor. But basicly this system shows which game the users really want a trainer for.
Subscription is there for a reason is to be able to download safe working and supported trainers. This service is not free! Which never should be in my veiw.
But people are already putting money in and getting less out of it with this system. I can't pretend to understand how much work goes into these trainers, but it is easy to see how many people could become frustrated with the service here.
In the very least aren't the token requirements a bit steep for having everyone only begin to accumulate them? This system also plays favorites pretty heavy handed way. "The game you may like isn't popular, so it won't get a trainer."
Edit: To clarify, I personally can't complain but this could cause some people real frustration.
[Edited by Fareth, 2/26/2014 8:18:03 PM]
[Edited by Fareth, 2/26/2014 8:24:39 PM]
You are assuming that 5000 worth of points is worth $400 to a single person where as 67 UNL members can match that for free with a month's worth of a free 75 points. Even then 67 people is a massively small percentage compared to the site. Assuming I was the latest person to sign up for CHU, that would only account for 15% of the site wanting which is still a small percentage.
Now lets assume that 15% is a threshold of popularity to make a trainer for (to me that does not sound unreasonable) and do the math against the actual number of active members (really large) and see how much those points add up.
In short if the game is very unpopular for wanting a trainer then yes it will be expensive but if everyone wants that trainer then chances are that many people will fill in that request with their free tokens and not even need to buy anymore. Even without this system you can see there's very little incentive to write a trainer for an unpopular game (and you can see how some members are thankless and demand when something goes wrong).
So the system is designed to weed out the high risk / low yield trainer market. If you want a trainer that bad then you would need to attract more attention to said title for it to gain more of an audience to reduce that cost down as much as possible.
For example, this title:
Was listed for like 1300 points. It reached that number so we made a trainer. It has been downloaded a whopping 10 times. That's not even worth the 10 hours or so it took to make the trainer. So, that tells me that the points should have been higher and so I started assigning more points to new titles being added.
This whole system is a work in progress and adjustments will be made along the way. Just don't assume that this list is the be-all-end-all in determining if a trainer is made or not.
Neo did cover the user count angle which I thank him for but, the pricing for the actual credits continues to bother me. It is hard for me to express clearly, but the cost almost seems to discourage actual purchase of additional credits.
But based on your comment you may value how many users value and enjoy the trainer you provided rather than how much one wealthy user does. That is just me assuming things again, but I would understand that perspective if that was the case.
Personally I have never once regretted my membership and I appreciate the work everyone puts into this site that makes this all possible.
* Updated game trainers and cheats daily
* Get notified when new cheats are added
* Request which games get new trainers
* Priority support with any problem