This should answer your question ...
[quote]
Once a title has received requests from at least 5 people, it will be placed on the official requests list where any number of users may contribute any number of points towards the credit goal of that title.
[unquote]
Thank you for the quick reply, Taurusplopp!
The issue I'm seeing here, is the reason why there is a minimum limit of 5 people, it's because most people either don't have the credits to fill up the title or don't want to put in that kind of amount. So, there needs to be a way to check out demand for the game, as the game will be sitting there for awhile, waiting for more people to put credits into it.
But I'm talking about someone who is willing to put in the full amount of credits. I can't put in credits on a game that is not on the official list. For example, "Destiny 2" on the official request list has a requirement of "200000" credits. What if, there had not been a min of 5 people who requested for that game, but only 1 person. However, this person is willing to pay the full "200000" credits on the spot? I don't see the difference between 1400 people putting in "200000" credits and 1 person putting in "200000" credits.
You get what I'm saying?
To make it simpler to understand -
The new min 5 person limit -
It's because of dead demand. 1 person puts up a request, and it sits there for a long time, where nobody puts credits into the game. So, now it's changed to a min of 5 people.
The special issue -
1 person is willing to pay the full amount of credits. This 1 person requested a game trainer, but it doesn't appear on the list, because there is less than 5 people. But, this 1 person is willing to pay the full cost now. How to bypass this restriction?
If you say no, then what is the difference between 80 people paying "25000" credits and 1 person paying "25000" credits? It's still the same amount. There is no change, whether it is 5, 10 or 20 people.
So, I was proposing a bypass for these sort of requesters. 🙂
We don't mind people spending their credits any way they want, the problem is that there are more games released every DAY than our multiple paid programmers could ever trainer or keep updated. We were spending half a day making a trainer that one person downloaded and that patched every other day because it's going to be in "early access" for the next 3 years in which we have to update it, support it, etc. The new system helps us make better trainers for more games by adding requested options to existing or new trainers, updating more older trainers, etc.