Ads Manager Uses Credits Immediately vs. Over Selected Timeline

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This post I originally made is months old but I just recently re-attempted the sponsors assuming it would be fixed by now and its not.

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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.

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Still hasn’t been resolved, spent 8 ad credits in 3 hours ;-;

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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.

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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.

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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.