I’m still experiencing this issue. I also tried daily budgeting, but it doesn’t spread out evenly either (spends the daily budget within the first hour of the day, ~12-1 AM)
Same, I chose 5 Ad credits daily for 4 days, using 20 Ad credits in total, but it’s been 2 days and no one is joining since 1-2 AM of the first day. Where did the rest 15 Ad Credits go?
I’m also experiencing this. This why I feel the old ad system/user ads was better by a thousand miles and more effective. I spent 20 credits for a lifetime budget for a sponsored Ad campaign for 48 hours, all the credits was spent in 40 minutes max. Player count rose decently for about 30 minutes then took a steep dive back down to 0 in under 3 minutes. This whole system needs a redo or bring back user ads / old sponsor system with more regulation for spam.
It would definitely be great if DevRel could shine some light on this issue - sponsored ads are completely inflating and then tanking our games just a few minutes after as it spends most of the budget in a short amount of time versus spending it over the full time span. It doesn’t seem too sustainable right now…
Any updates on this system? seems like everyone here is having issues
I just had a new search ad spend its full budget with 8 hours still left of the campaign. The issue isn’t as drastic as some of the things I’ve experienced with sponsored ads, but it is still very bad and shows that the issue is present with the new search ads.
Also been experiencing this for a while. Disappointed to see that it’s still not resolved.
It is absolutely ridiculous that we have not been updated on this issue. The issue is still extremely prevalent with search ads. I had a campaign set to run for 30 hours with a 25 credit budget. The FULL 25 CREDITS were spent in 7 hours. I have lost tens of thousands of Robux to this bug. Please, Roblox. This is an enormous bug affecting many players and it is absolutely killing the Ads Manager, which would actually be very useful if it weren’t for the extreme amount of bugs.
Hello this post is nearly a year old and this issue still exists.
This post I originally made is months old but I just recently re-attempted the sponsors assuming it would be fixed by now and its not.
The ads manager itself even tells you that your funds will be evenly spread throughout the day and not spent immediately which is extremely misleading. This bug is extremely frustrating as its literally burning our money and doesn’t allow me to properly sponsor my game. There is literally nothing I can do except wait for a fix that doesn’t seem to be happening anytime soon.
I back what @austtm said above me. This NEEDS to be fixed. I cant properly sponsor whatsoever.
This bug should really be taken more seriously as it literally involves spending money. Hopefully staff can review this and resolve it as soon as possible.
My entire budget is getting spent within the first hour no matter what settings I use or how high I set the budget.
Still hasn’t been resolved, spent 8 ad credits in 3 hours ;-;
Why has this thread been closed? This problem is still occurring.
yeah they should compensate us for that… but knowing roblox they wont…
This is intended behavior, not a bug. Ad credits aren’t designed to be spread throughout a day - your daily budget is expended when it’s expended.
Why are you all so obsessed with spreading players throughout the day?
This is by no means an intended feature. When you run an ad for a 24-hour period, the expected behavior is that the ad is pushed out evenly throughout that period and you maintain a healthy CCU for 24 hours. What actually happens is a rush of enormous CCU for the first few hours, and then the game is completely dead for 20 hours. Of course it’s alright for the player count to fluctuate throughout the running period period, but what is happening is that ALL Credits are being spent within the first few hours.
The fact that it’s been this way since release, and your bug report was marked as closed, indicates to me that this is an intended feature.
You want your game to get a rush of CCU - this ensures full servers, and helps the algorithm accurately determine your engagement with full servers. Especially with a small budget, you don’t want 4-5 CCUs during a 24-hour period - you want several hundred CCUs to give your analytics the best chance of making the algorithm, even if that “full” period only lasts an hour.
Spreading your player count out does not help you - but at smaller budgets it hurts your chances of making the algorithm.
I reiterate that this is not only intended, but beneficial behavior.
It was specifically stated by staff that the intended behavior was for even spending. The bug report was mistakenly marked as Closed.
I read the “total campaign duration” as referring to the total multi-day duration.
I honestly think your right about the algorithm thing, it’s similar to how TikTok works, once you upload a video, your video is immediately distributed among users to x amount of people, if the engagement of the first distribution wave is positive, the algorithm is more likely to push it more.
But either way, I don’t really think having your ad spend used quickly is intentional.