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When a customer refunds your paid app, Apple refunds its 30% cut [edited]

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Re: When a customer refunds your paid app, Apple refunds its 30% cut [edited]

#481
post #101

App stores need heavy regulations. It's not only Apple but Google and even steam to a small extent. Apple is of course the biggest offender as they heavily guard their monopoly with code signing enforcement. This shouldn't have been legal. They are the very definitions of predatory competition squashing monopolies.

The iPhone is an Apple product. The App Store is an Apple product. The libraries and development tools needed to create iOS apps are Apple products. Traditionally the company that develops a product gets to decide what features that product has. There are various laws that require a product be safe to use, is not misrepresented and does what it is advertised to do, but beyond that there are very few actual features o…

A lot of this disconnect has to do with values.

Please understand I don't in any way mean to pick on you. The comment has 8 paragraphs that are mostly a description of how property rights work. Analogies to how they worked in other markets, examination of the law, etc. This detail is all very clear and I appreciate it because it helps me understand your point of view.

It is less clear to me, why the current situation of property rights is good. Of course many bad things (and for that matter many good things) have been done in the name of how property rights worked at one time. But in democratic societies we decide how things work, so in that sense we are the author of things like property rights, we decide how we want them to be based on our values.

> If you think Apple has failed to comply with some law in the way they implemented their products, I'd appreciate some clarity about exactly what you think Apple has done wrong, and how that should be redressed.

I don't know if they have "broken the law" but there are certainly similarities to historical situations.

You discuss game consoles and licensing games. I might suggest from Sega v. Accolade that a hardware marker's ability to license games exclusively was quite controversial at that time, was ultimately reversed by courts.

In DOJ vs MS, Microsoft was convicted as an illegal monopoly for (among other things) illegally bundling software with Windows, and using technical means to keep Netscape off the platform.

I am sure that Apple has great arguments for why they are different than these cases, and a lot has changed since then. At the same time, some things are similar. It's really about our values. Is the law about encouraging companies to innovate new ways to lock out all their competitors? Or is it about helping competitors? Or helping the large companies? Society has not yet decided, so the question has no answer.

> What kinds of requirements should be put on manufacturers? Under what criteria should they apply and to what devices?

Personally? My designer regulation is one where we have a tiered regime which gets worse the bigger you are.

So, for a small startup that serves basically nobody, we have the current regime, or maybe even we remove some things. There's still regulation on things like HIPAA and SEC rules, fraud, etc. I would also be in favor of much stronger privacy regulation, and limiting arbitration clauses, mostly because a lot of adtech is fly-by-night.

Once you reach some threshold, we regulate at a basic level. This is probably defined as some combination of revenue, daily active users, units sold, subscribers, employee/contractor headcount, but let's just call it a $10m company. Here you fill out a form once a year with an address the regulators can write letters to you, send in your EULA and privacy policy, and there's a list of basic rules like "don't sell user data", "make your software accessible", that are mostly on the honor system unless someone complains in which case the regulator writes you letters.

As we go up in orders of magnitude it becomes a bigger deal. By the time we get to FAANG, you have a regulatory team looking at individual products full-time, the same way we have inspectors in food or finance or anything else. For Apple specifically, maybe "users can jailbreak their device, subject to certain warranty consequences", "all first-party apps will only use public APIs", "developers of first-party apps will find out about new APIs the same time as everyone else", etc.

Re: When a customer refunds your paid app, Apple refunds its 30% cut [edited]

#482

Earlier quoted context omitted.

I think this is part of what is holding back iPad software. You can't charge $100 for Sketch and lose $30 when someone asks for a refund. Apple designed this around $1-$10 apps where losing $2 at volume is fine. What is worse, is that Apple doesn't remove the app from the user's device. When you get a refund of a paid app it is on the honor system for them to delete it. It is removed from their account, so they can n…

"where losing $2 at volume is fine." Sorry, when is this fine? A dev flogs an app at 10 and pays 3 to Apple. Then on a refund they lose 3 and the end user has no incentive to even delete the app. Nope, I won't entertain that nonsense. The only way that I can see for that model to play out is for the dev to factor in a lossrate x 1.3 uplift for their app. That means owners of shiny iStuff are paying Apple an additiona…

You're forgetting development and marketing costs.

If there is a sunk cost component that number skyrockets.

Try adding a $5 customer acquisition and $1 developer time.

Thats a $1 profit, you need to sell 3 apps to cover the cost of apples fees. You also need to sell another 6 to cover the sunk costs you don't get back.

So 1 refund costs you 9 sales.

To cover the 1/10, you'll need to charge 10.90, or more likely 11 to cover the moving 30%.

But this is just to break even with your original $1 profit margin.

Re: When a customer refunds your paid app, Apple refunds its 30% cut [edited]

#483
post #346
post #314

Earlier quoted context omitted.

Hmm, when I use PP to refund to my clients, PP returns the fees - it's a line item in the ledger.

That cannot be true or maybe you have a grandfathered account, as paypal absolutely does not refund the percentage fee. Same with Stripe.

My account is a five year old business account. My most recent refund I issued was Aug 2019. A line item on the PayPal statement was called "Fee Reversal" for $12.46 USD

However, a read of their current policy shows it's no longer the case - so I'll likely get dinged on my next refund.

Re: When a customer refunds your paid app, Apple refunds its 30% cut [edited]

#485

Payment processors generally don't refund fees on payments when the payments are refunded, this isn't new. It's remarkable mainly because (a) it's 30%, not 3% and (b) the App store doesn't position itself as a payments processor the way Stripe does, so it sounds really weird that they would act like one. If the app store took a 3% chunk and never refunded it regardless of the ongoing status of the transaction, that w…

Small business owner here...I use Wave for accounting. They absolutely do refund the fee. Shame on the processors who don't refund it, and shame on those who hasn't been doing that since the beginning (Strip, Paypal...) because they are knowingly sticking it to small business owners. I've used Wave for 4.5+ years and this is how I've known it.

"Regardless of the type of payment you received, the full amount that the client paid will be refunded to the client by clicking on the refund button at the bottom right-hand corner of the transaction details."

https://support.waveapps.com/hc/en-us/articles/115004056523-...

Re: When a customer refunds your paid app, Apple refunds its 30% cut [edited]

#486

Does this mean if there's a developer I don't like, I can buy their stuff and refund it to arbitrarily cost them money at no cost to myself and there's nothing they can do about it? That seems ... not great, especially these days. What happens when mobs of internet morons decide review bombing isn't sufficient and realize Apple will help them cause direct financial harm instead?

Why should the developer pay the refund!? Isn't the user buying from the store (not the developer)!?

Re: When a customer refunds your paid app, Apple refunds its 30% cut [edited]

#487
post #482

Earlier quoted context omitted.

"where losing $2 at volume is fine." Sorry, when is this fine? A dev flogs an app at 10 and pays 3 to Apple. Then on a refund they lose 3 and the end user has no incentive to even delete the app. Nope, I won't entertain that nonsense. The only way that I can see for that model to play out is for the dev to factor in a lossrate x 1.3 uplift for their app. That means owners of shiny iStuff are paying Apple an additiona…

You're forgetting development and marketing costs. If there is a sunk cost component that number skyrockets. Try adding a $5 customer acquisition and $1 developer time. Thats a $1 profit, you need to sell 3 apps to cover the cost of apples fees. You also need to sell another 6 to cover the sunk costs you don't get back. So 1 refund costs you 9 sales. To cover the 1/10, you'll need to charge 10.90, or more likely 11 t…

I'd argue that if 10% of your paying customers are refunding your product, you have a product problem.

Re: When a customer refunds your paid app, Apple refunds its 30% cut [edited]

#488

Earlier quoted context omitted.

Microsoft is not in the business of making money from apps, right now they need growth, it might even be a question of hey so we need to keep the store running. I say only partly in jest but see them change colors if they ever get a dominant share.

So you're saying that companies who have to compete charge less whereas companies with a dominant market position can extract monopoly rents because they lack competition? But people keep telling me that isn't the case for Apple. Shouldn't they be doing the same thing to try to get store market share from Google?

> So you're saying that companies who have to compete charge less whereas companies with a dominant market position can extract monopoly rents because they lack competition?

Not GP, but I didn’t read it that way. I read it as Microsoft loss leadering their store to get growth.

Re: When a customer refunds your paid app, Apple refunds its 30% cut [edited]

#489
post #347

Earlier quoted context omitted.

CC Processors like Visa and Mastercard do refund fees on CC processing, but the interchange or % of return is smaller than the actual gross. You don't necessarily get "all" of your refund, if you're a merchant.

Only processing fees aren’t refunded which is like 25 basis points for a mid size business.

It’s highly country dependent. Card present transactions are still several percent in many countries.

Re: When a customer refunds your paid app, Apple refunds its 30% cut [edited]

#490
post #486

Does this mean if there's a developer I don't like, I can buy their stuff and refund it to arbitrarily cost them money at no cost to myself and there's nothing they can do about it? That seems ... not great, especially these days. What happens when mobs of internet morons decide review bombing isn't sufficient and realize Apple will help them cause direct financial harm instead?

Why should the developer pay the refund!? Isn't the user buying from the store (not the developer)!?

The developer pays Apple, not the end user.
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