Do you have to join a friend or if users friend each other in game does it count to our d7 co-op %?
@quazotheduck Are there any other signals for coop percent, like you talked about friends joining as well and private servers, but are there any other ones for example meeting new friends in the game?
@quazotheduck How are “Similar experiences in your benchmark” determined?
What “relevant benchmarks” are considered? Playtime, user overlap?
Further, how are they sorted, is the tile further to the left the most similar experience to mine? Or are similar experiences listed in random order?
Is there a minimum playtime requirement or similar for a user to be considered “engaged” with your experience on a particular day?
Great update! Just to confirm, these metrics’ graphs aren’t visible on the Creator Hub Dashboard yet, right?
7-day playtime per user, 7-day play days per user, 7-day spend days per user, 7-day Robux spent per user, 7-day intentional co-play days per user
The new analytics page should be available now.
To access, visit https://create.roblox.com/dashboard/creations and choose the experience you want to measure. Scroll down to the ‘Analytics’ section on the left and visit the ‘Acquisition’ page for your experience. The new charts can be found under the ‘Home Recommendations’ tab.
Please let us know if you have any trouble accessing.
Do we have an equivalent to UUQPTR? Or is the statistic completely gone? It was one of the ones I kept an eye on quite a lot
This is an amazing update. I especially love this:
While optimizing for all recommendation signals is beneficial, it’s most effective to focus on creating a high-quality, engaging experience. Prioritize core gameplay, user retention, and accurate metadata to improve overall user experience.
Finally high-quality games will hopefully get more attention when this update comes out!
Cool!
It is very useful.
With it, I can finally accurately analyze the reasons for the fluctuations in home recommendations.
I recommend monitoring your QPTR, as it trends similarly to UUQPTR.
You can still find “Unique user with impressions” and “Unique users with qualified plays” in Explore mode (click “Explore” in the top right corner of any chart and use the metric dropdown).
My game is based on fun, not robux, so can it get recommended? Please don’t take this post down, this is a question.
It’s odd how our game released a better thumbnail, attracting more users, keeping a personalized thumbnail QPTR of around 1.80% yet in the last 7 days it has dropped to 1.35% after being stable for weeks. What is the point of that? I prefer our game to be displayed to users who would actually be interested in playing it in the first place, I assume it’s now being shown to users that don’t play games in the genre and that is causing QPTR to fall. Another one of our games has the same issue but a small drop at the moment, after stable QPTR for a long time.
I also wonder if it has anything to do with not having the current personalized thumbnail as your main thumbnail on the experience detail page, or it’s the icon being different that’s the issue. It’s a shame as our game had a large boost from the thumbnail and after a month any improvement is being erased. It would be nice to have some stability in the acquisition rather than these constant changes as our game stats have remained the same.
Ever since Roblox started touting the “Similar Players” discovery algorithm our game has been thrown into the garbage in terms of popularity.
Our game Murder Mittens used to compete in the Survival category (this is a Murder Mystery type game), which our session time and retention were easily hitting the upper 50 percentile.
Ever since the change, suddenly we were competing against completely different game genres like roleplay games and fishing games, such as Warrior Cats: Ultimate Edition, Dandy’s World, and Be a Silly Seal - which pushed the target session time range our game “should be” far out of the water. We were also getting predominantly recommended to players who weren’t interested in the murder genre at all which ultimately led to people being curious; playing; and dipping immediately seeing they’d rather play a RP, story or fishing game - which also hurt our retention statistic.
We held an average of over 1K+ CCU last month, but now we’re barely struggling to even hit above 300.
And after this announcement, suddenly our players dropped even further. We had a low of under 100 lately and we’re hovering around 200 even at peak time. It seems that Roblox is reinforcing this new algorithm to affect developers even further.
It is genuinely disheartening to see that a disproportionate amount of developers, me and @Spiraxy included, are negatively impacted by the changes far harder than the benefits it provided to other developers.
I do not support this change.
What about if single player game is matching all signals excluding “7 day intentional co-play days per user” because it’s single player (no one can possibly join). This last signal will be ignored by algorithm for recommendations and will be counted as 5/5 signals? Also if game does not have any kind of Robux spending “7 day Robux spent per user” will be ignored too?
If a game has good engagement captured from other signals, recommendation algoritm does not ignore the game for home recommendations because of one signal is lower (example: 7 day intentional co-play days per user for a single player game, as referenced). We are looking to capture all types of games at different stages of development including engagement, monetization and coplaying game mechanics with these variety of signals in ranking. Ideal game can be strong on all those metrics, but it’s not necessary to get discovered on Home.
A fun game will have users playing the game and also playing more frequently. This is captured by 7 day playtime per user and 7 day play days per user. It can get recommended and you do not have to have all the metrics strong and positive to get a game recommended. Also, be aware users wanting to spend robux is a good indicator that they love the game (as it’s fun) and users are not only open to spending time playing but also open to spending robux. Keep building fun and engaging game!
Benchmarks displayed on analytics dashboard do not impact the recommendations algorithm but are meant to give you a point of comparison. qPTR, 7 day playtime per user, 7 day play days per user, 7 day spend days per user, 7 day Robux spent per user and 7 day Robux spent per user are the key factors into the recommendation algorithm for Home. Keep a close eye on D1 and D7 retention as the also tell how the metrics used for ranking are impacted. If users are not retaining, it can negatively impact is on playtime, play days, spend days, and intentional coplay days which further impact recommendations. Your game does not have to have all strong metrics, although all these metrics are strong for a highly retentive and engaging game.
Again, the benchmark displayed here do not impact the recommendations and only for a point of comparison.
I feel this update, when i starting to play puzzle scape experience then when i leave, im staring to get similar experience and i found my self playing again and when i change my genre and decided to play simulators, i slowly getting more simulators.
Its like it depends on my moods, and the lists is also following that mood. I like it