Gladiatus Ruby Pricing: Strong Reaction to the Exchange Rate Adjustment and Search for Solutions

  • This Pricing Policy Is Unacceptable: The Burden of Exchange Rate Cannot Be Thrown Onto the Players !

    The adjustment of Gladiatus Ruby pricing, based on the server's currency rather than the player's country of registration, is an unfair and direct economic blow, especially to players in countries where the local currency is weak against foreign exchange rates. We acknowledge that the exchange rate imbalance, which was up to 1:10 in the previous system, was unsustainable, and change was necessary. However, instead of solving the problem, this new regulation is drastically increasing the cost, turning the game from enjoyable entertainment into a luxury consumable, even for necessary purchases. Players are now forced to value their local income according to the high rate of a different economic zone. This situation will seriously deepen the 'Pay to Win' gap and penalize dedicated, long-time players facing these high costs. Our expectation from game management is to immediately develop a more equitable and sustainable pricing system that respects local purchasing power (Regional Pricing), rather than just shifting the burden of market realities onto the community.

    💡 Structured Solutions Presented to Management

    To address the unfairness created by this price hike, I am presenting two concrete proposals for a permanent solution to the management:

    1. Tiered Pricing: Separating Essential Needs from Luxury Spending

    A two-tiered pricing model must be implemented to protect essential, low-volume purchases necessary for regular play:

    • Essential Tier (Local Price): Players should be allowed to purchase a low, fixed monthly Ruby quota (e.g., up to 200 Rubies/month), sufficient for core requirements like Centurio or Pacts, using their local, regional pricing.
    • Luxury Tier (Foreign Exchange Rate): Only Ruby purchases exceeding this monthly quota should be subject to the higher Foreign Exchange Rate (FX) based on the server's currency. This protects the average player's access while securing revenue from high-volume, luxury spending(tools, chests, expeditions, work clothes etc...).

    2. Localized Subscription Packages Independent of Rubies

    The game should move towards localized subscription models, decoupling essential benefits from direct Ruby purchases:

    • Sell Core Packages Locally: The most crucial components (the Centurio contract and essential Pacts) should be offered as a single, bundled monthly subscription package, priced fairly in the player's local currency, without requiring high-cost Ruby purchases.
    • Reserve Rubies for Luxury: In this model, Rubies would be reserved only for optional, luxury items (tools, chests, expeditions, work clothes etc...)., making the high FX pricing for those specific purchases more justifiable.

    Your opinion and voice are vital on this critical matter. How has this new policy affected you? Please share your reactions, experiences, and any alternative solutions you have in the comments to help us make our voices heard more strongly!

  • Nightmare could we get a response on this topic?


    Me as a player from a high rate country I was really frustrated about the imbalances between my region and Turkey region because the rates were just too much.
    At the same time I find it wrong to increase the price for turkish players by 1300% just because they entered a high rate server.
    It would be nice to find a middle ground where both sides feel like their money spent is valued by Gameforge. ?(