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Trainer Costs perhaps too high?
Gameplayer69  posted on Jul 08, 2014 5:39:22 AM - Report post

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I think the points only started on 1 December 2013, could be why you don't have that many.
PWizard  posted on Jul 08, 2014 7:20:51 AM - Report post

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Like I have said many times before, the amount of credits is adjusted based on the number of unspent credits being held by active Unlimited members. As it stands there are about 70+ MILLION unspent credits. 6000 credits is NOTHING. If a title is popular enough to warrant us spending time and resources on making and updating it 50 times then people will spend their credits and it will meet the requirements. Recent games like Real Boxing, Sunless Sea, Shovel Knight, etc met their 5000-7000 mark in about 2 days.

Whether a title is early access or by a developer that has previous titles that were patching nightmares also affects the points requirement. The release date affects the total. When a game isn't coming out until 6-12 months from now, the points will be high because by the time it releases, there will probably be 300+ MILLION unspent points available.

The system wasn't designed so that the same 3 unlimited members can spend their points each month and get a trainer for their 3 favorite games. It was designed so that the COMMUNITY as a whole can tell us which games are worth our time and which ones we can pass on or wait. If we put every title at 1500 points then we would be spending our entire day working on these 40MB dink titles that typically take the longest to train as they use a mish-mash of scripted game making engines. Then the trainers would be downloaded by 5 people.

I keep an eye on the request points and if I see a popular game that is not reaching the points then we will go ahead and make a trainer anyways. We have made several trainers where the title had not met the goals.

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