How many ratings are enough to display an average for an app on the App Store? - iphone

I have seen the message
"We have not received enough ratings to display an average for the current version of this application"
How many ratings are enough to warrant a display?

According to this, about 5.

Must be more than 5. I've got 7 and still have no average.
Update: Looks like it's 10 reviews needed now...
Update 2: Hmmm, also looks like a free app got an average with just over 5 ratings. I wonder if there's a different average needed depending on the payment scale

Sadly, it is not that number either. We have over 25 reviews on our app since the update and it is now six days and it still says "Not enough reviews". Not sure what is the situation.

Related

Google Adsense revenue slowing

I don't know where to ask this, so I'm going to just ask it here and handle the backlash when ever it comes.
First let me state that I'm familiar with the recent issues relating to Pepsi and YouTube how ever what I am currently unsure of is, does this effect website publishers also, or has my traffic just all around stopped converting?
I'm currently getting around 300,000 impressions per day and my revenue has dropped to as low as 0.19cpc when before it was sitting almost around a dollar for every registered click.
Question basically comes down to, are you guys getting effected by this also? What can I do in the mean time if this is in correlation with the advertisers opting out, because it's getting really hard to manage servers with no revenue.
Yes it seems to have had a drastic impact on my earnings as well, although I'm not doing anywhere close to the impressions you're doing.
My cpc and rpm have hit an all time low and its disastrous. I'm seeing the same cpc as you btw, we're not alone other publishers are complaining about the same issue.
I'm considering dropping a few adsense units till i see some better figures.

App is considered spammy. Only 4 spam reports out of 110.000 views

So our app has been running for 3 days now. About 1300 "plays" have been made and each play (with a maximum of 3 per day) posts an update to the users stream (if they allowed this).
This message is basically the usual "I've played this game and got this score".
In total all of these updates have been viewed 110.000 times by Facebook users, of which only 4 people reported it as "spam".
Though the "Negative feedback" section of our app's stats indicates that our app is considered to be "spammy" and that we are in immediate danger of being restricted.
Complete message: "Warning level red: your app is considered spammy and is in immediate danger of being restricted. Look at your Insights metrics to see what may have caused this."
Now, to me atleast, it doesn't seem a lot to get 4 spam reports per 100K views. Can I safely ignore this message or is this something to take action on? Even if I should take action, what can I do? I can't prevent people from considering the update "spam" and the user who posted it explicitly allowed us to do so.
Am I missing another statistic I should be looking at?

about percentComplete in GKAchievement

After testing, I find that though the type of percentComplete of GKAchievement is double, and in apple's help document the legal values is between 0.0 and 100.0. but if you report percentComplete=1.5 to apple server, next time you will get the value percentComplete=1.0(another example, report 0.5, get 0.0). So I just think this may be a bug of percentComplete.
Now our project has some achievements need be accumulated, like finish 200 times of play, we
don't save the value in local, but report current counted times to apple server, for next time's calculation.
I just tested in SandBox with iOS 4.2, I don't know whether it only occurs in SandBox, so does anybody also find this problem, what's your workround?
Answer from Apple:
"The percentages are reported using doubles but stored as whole number percentages, e.g. 1%, 2%, 3%, ..., 100%.
You should probably store the progress locally anyways, since they might be someplace they can't connect to Game Center."
For those with access to Apple dev forums: https://devforums.apple.com/message/522769

Time Period vs Functionality Trial Period

What is better for window form applications or what do you all perfer?
An application with a Trial Period by a Date (like free to use for 30 days) or do you like to limit functionality of the application for the Free Version?
I think that it depends on the application type.
I think time limited is best if:
No data saved in the application which will not be available if I don't by it.
It is an every-day kind of application, not something that is just used once or twice.
I think function limited is best if:
The application is used just once or in a short period of time.
The application can be limited in such a way that it can prove its power, but not provide useful results.
I've marked this as community wiki, feel free to add things to the lists.
I like # of uses better than a date limit. I often try something once, forget about it for a while, then want to try it again only to be locked out. Having a set number of uses unlimited by time is much better. Limited functionality can be OK depending on the app, but full functionality limited by usage is better IMO.
"The customer is always right"; provide both and let him/her chose.
We do both.
Fully functional 14-day trial period
Reverts to restricted DEMO functionality after 14-days
Maybe some users forget to use or test your app after installation. After a couple of weeks user starts your app and trial is expired -> User is angry. So think about possibility of trial extension :-)

iPhone app launching tips?

I just finished my first iPhone app. It's a little game and I want to launch it for 99 cents.
So my concerns is, how long usually does an app stay on the new released list. ALso, is there any launching tips on timing etc?
Thank you
These days apps stay on the new app list for hours rather than days. It used to be that updates gave you better visibility but but my last update caused barely a blip in sales so I don't think it is true anymore. This will probably depend on the categories you are in though.
The goldrush is sadly over. It used to be that merely being in the app store generated hundreds or thousands of sales. That is definitely not true any more. Now you need either luck or marketing.
Things you can do:
Provide review copies to as many
sites as you can find. Most will
have limited visibility but if you
can get onto a bigger site you may
get some sales out of it.
Provide a free limited version.
Build a mailing list on your website
Pimp it everywhere. In your sig, on your website
Start writing the second game
ASAP - why wait, right? In reality, your true launch date is going to be determined by Apple anyways depending on how long it takes them to review and approve your app.
One tip I've heard is to update reasonably often.
When you update, your app may reappear on some of the category lists as being recently added/updated. This can give you some extra visibility which might just be what gets you ahead.