@Ali-Raza could you let me know your Team ID and the AppIDs you would like this increase for? thanks
johnh
Posts
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Added case 14121
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Hi @Omar-Alzayed When apps have millions of users, browsing all users can have poor performance.
If you have a smaller number of users, it can be useful.
There is a way to create a segment so you can browse all your users.Go to App > Design > Segmentation > Segments
Create NEW SEGMENT

There's a couple different ways you can return ALL users. The one I like is to use the criteria A/B Testing ID 0-99 which will return all your users.


Looks something like this:

Segments are automatically run nightly at around 3am but you can press REFRESH SEGMENTS to run it immediately.
Note that the refresh will take time to complete according to your user count, you may wish to do this during low player traffic.
In the case of this particular segment, I believe the Refresh will need to run TWICE to capture all your users. (I think the AB code needs to be initialized in the first pass, and then it can be read in the second pass, capturing all of your users.)
Please take care not to launch the second Refresh before the first one completes. (If you have 10,000+ players then wait about 30 minutes or so)

Once you have players in the Segment, you can browse by Segments. Go to
User > User BrowserChoose BROWSE, then check the box to browse within a segment. Choose the segment.

Reminder, once you have millions of users, this can be very slow. But you can create more refined Segments to filter to just the interesting users, such as Has Bought Something, Is at Least Level 10, and so on.
Segments allow compound conditions so you can really filter to exactly who you want.
Segments can also be used to target Sales and Promotions to specific player groups. For example you could create a $0.99 one-time, loss leader promo that is available to only those players who have not bought anything in your game yet. It's a very powerful system.
Could you let me know if this helped you?
Thanks
John -
Submitted case 14062, case 13344
Thanks @noah I will keep you updated
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Hi @noah thank you for your help explaining your needs.
I think I have a better understanding of your request.I have redone the mockups so it is clearer the materials will be consumed. I think these new mockups are closest to the feature set you are requesting. Could you let me know?
ITEMS
In this mockup, the player would need to pay 10 coal, plus the required components to get the Trusty_Steel_Sword.The operator can specify a mix of Virtual Currencies, and a count for each component.

CASH PRODUCTS
In this mockup the player can make a cash purchase provided they have the required materials, which will be consumed to issue a Premium Steel Sword.
Upon choosing to edit the Required Materials, the operator would be presented with edit panels that follow the existing Cash product functionality.

Pressing the edit pen would look like this

Once I have your confirmation, I will present your request to the team at the next Product Design meeting.
Let me know,
Thanks
John -
@noah I wish to be careful to deliver the feature as you need it. Could I ask you more questions about Prerequisites?
Let's return to the mockup for ITEMS. I am showing a Deluxe Hat Rack.

In this mockup, setting a Prerequisite only means: "Does the player possess these items in their inventory?"
In the illustrated case, if the player has John's Hat and Mark's Hat in their inventory, then they can successfully attempt a purchase of this item.
It will cost them 1,234,234 COINS and 5,345 Credits to receive the item.In this example, after paying the COINS and Credits to receive the Deluxe Hat Rack, the player still has John's Hat and Mark's Hat in their inventory at the end of the transaction.
So could you verify that when you said, "We had only one step in mind. Consuming items I own while purchasing items" did you mean:
A) prerequisites are not consumed when making an item purchase
OR
B) that you are seeking a system where ITEMS can be included in the List Price of an ITEM?I have a follow-up question: When the client calls Service ItemCatalog, Operation: GetCatalogItemsPage, would it be your preference that:
Items with prerequisites that the player does not posses should be:
A) Not returned
B) Returned with an attribute, like "CannotBuy"
C) Returned normally?
(Because in a case where the player does not meet the prerequisites they will not be able to successfully purchase the item.)
Could you provide some guidance here.Thank you for your help and advice,
John -
@noah thank you for your reply,
could I understand your CASH PRODUCT request further?
Where you said: " if this feature is included for paid products as well, their utility will increase in the future."
It seems to me that Design would want to take care not to even offer Cash Products to players where purchase attempts will be rejected by the system (due to prerequisites). I would think so because the game should never foil a cash purchase intent.
Is your request therefore for when the client asks braincloud for the cash products for braincloud to check the player's inventory and hide those which the player does not have prerequisites for? or list these items back to the client anyway?
Thanks
John -
Case 14047 Added
Case 14048 Added -
Added case 13932
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@moondory77 brainCloud 6.0 is releasing this month (June 2026). I am really excited about the headline features for it, hope you love it!
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Regarding your question: "Has the LiveOps feature been removed or deprecated? I can no longer find any documentation for it, and it seems to be missing from the dashboard as well."
I am not 100% sure which feature you are referring to. But maybe you are referring to a feature in our upcoming 6.0 release?
In brainCloud6.0, we will be moving Promotions and Redemptions to a new Braincloud Category called Live Ops.

We will also be introducing a new feature called Campaigns. (In some previews we may have described it as Live Ops Campaigns).
Campaigns are a major showcase of the 6.0 release and will enable Scheduled Limited-Time Game Modes and A/B Scenarios (w/ built-in promotions)
Additional features being released in 6.0 will compliment the development of Promotions and Campaigns making them incredibly easy to develop and powerful.
Could it be possible you saw a sneak peek at the Live Ops Campaigns feature?
Let me know,
Thanks
JH -
@moondory77 Hello,
Regarding your question: " I can easily attach Items and Bundles to it. I am wondering if there is a way to achieve this programmatically via a Cloud Code API?"
The calls you referred to (SysCreatePromotion and SysUpdatePromotion) can be used to attach Items and Bundles to promotions.Could you to check the example script in API explorer to see if it provides what you need?

The devs use the API Explorer to test the new/updated calls during development - and so the JSON there is always up-to-date.
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Added the additional details to 13660
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@gyutaelee I will investigate the Per Promotion Deployment option you requested.
As I was working on this I thought there may be a workaround for you that you would like. This could work for your team with minimal effort and on your current version of brainCloud portal.
My solution hides the promotion so that only users you flag as TESTERS will see it.
This would let your PROD testers gain the benefit of the no-ads promotion without disrupting your monetization.
Within Automatic Promotions, there is the option to Target members of any of these segments.

Within Scheduled Promotions, there is the option to Offer this promo to: Only users in:

Advancing to App > Design > Segmentation > Segments we can create a segment that filters to players that are flagged as Testers.

Now, segments need to have at least one more criteria, so let's choose something like has logged in at least 1 time.

Save this Segment
IMPORTANT! Add the segment to your Promotion
This will limit the promo to only eligible users. Noone else sees it!

Next we will need to flag some users as Testers. For a DEV app, the easiest way to do this is to go to the User Browser, RECENTLY ACTIVE and pick players (your testers) with recent activity.

GO TO USER to bring up their user summary and check the IsTester checkbox.

Testers get a special icon

Next, we will return to Segments.
Segments are automatically processed overnight, but you can Refresh Segments immediately with the REFRESH SEGMENTS button. Please note: refreshing segments processes every player so this process can take a while and preferably left to low-traffic times of day.

After processing completes, we can check the cohort of testers by returning to the User Browser choosing BROWSE, and Browse Within A Segment.

These are my Testers, so everything worked.

Since only testers are eligible for the promotion, you are free to deploy it to PROD without affecting your monetization. And the PROD Testers you select will be able to gain the workflow benefit of no ads.
Could you let me know if this solution solves your problem?
Let me know if you have any questions,
Regards
John
-Design -
Case 13660 - investigating
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Case 13633 - [implementing]
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Hi @gyutaelee I am bringing this to the dev team for further discussion. thank you for suggesting it.
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Case 5996
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Dear @dbgtdbz2 ,
About your feature request #1, “Please allow specifying items as conditions for purchasing virtual or bundle items."
I have developed a mockup for this feature.
If we add your Prerequisite Items request to the system as shown, will this work for your needs?
Note that in this implementation, the prerequisite requirement applies only to a Virtual Currency transaction.

Please let me know at your convenience,
Regards,
John H
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Dear @dbgtdbz2 ,
About your feature request #2. "Required item conditions for virtual and bundle items"
Question 1:
For your feature request, do the prerequisite requirements need to apply in the case that the item is included in a Cash Offer (or Cash Bundle Offer that this item might be within)?Question 1b:
If YES that means a Cash Purchase attempt by the player could be denied by brainCloud due to the player not having the required Item. Is that appropriate?Question 2
In the case that an item attempts to be awarded to the user by way of a Quest, level up, or gameplay mechanic, if the player does not have the prerequisite items, what should happen?Thanks,
JH
Entities Pagination Api : Increase Max Item Limit from 100 to 1000
Entities Pagination Api : Increase Max Item Limit from 100 to 1000
View all users
missing features
missing features
missing features
missing features
Questions about brainCloud Friends and Social Leaderboard behavior
[Feature Request] Bulk actions for Custom Entities in the User tab
Question about adding Items/Bundles to a Promotion via Cloud Code API
Question about adding Items/Bundles to a Promotion via Cloud Code API
Question about adding Items/Bundles to a Promotion via Cloud Code API
Admin Billing API request
Feature Request / Question: Selective Promotion Exclusion During App Deployment
Admin Billing API request
[Feature Request] Add "Open in New Window" option for Owner ID in Custom Entity view
Two Questions: Follow System & Referral Rewards
Two Questions: Follow System & Referral Rewards
missing features
missing features