Creator AMA (Economy) - with Antoni and Enrico [May 22, 2024]

Are there any plans to integrate a better API for economy related operations? Such as making gamepasses and products, as there is a need to create them for gift variants and also testing purposes (in a way that normal players won’t be able to purchase gamepasses priced at a min price for testing)

Hi, could we be able to transfer accessories between accounts?

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This question is related to experience monetization:
If we use PolicyService in our games to show any kind of discord link to an player, is that allowed?

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How does Roblox justify making extreme unannounced changes to the economy? For example free limited UGC went from 10 robux per copy to 100 robux copy for face accessories. That is a 10x increase overnight without warning and has crippled the supply of free UGC. This is just one of a multitude of examples.

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What are your plans regarding ugc limiteds? They have multiple flaws and will never work the same way as regular limiteds. For example:

While projections exist in Roblox-Made limiteds, it’s way more common on ugc limiteds since its easier to manipulate (especially now that ugc is public)

Not trying to send hate or harass any of the names mentioned, just wanted to point this out and i would like to know your ideas regarding this topic.

Source:
(Flex Your UGC Limiteds - Roblox)

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We definitely hear this question often. Subscriptions within experiences is a great way to earn monthly recurring revenue by offering exclusive benefits to their user community. Paying in real-world currency versus Robux allows subscriptions to be recurring in a less frictionful manner, given that the vast majority of users are likely to have low to no Robux at one point or another, which could fall at the point at which renewals would occur.

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  1. Why does Roblox restrict the size of UGC items so much but regularly make available to users items that are absurdly large uploaded by Roblox? There is huge demand for larger items as seen by the (now patched) hat bounds bypass, and Roblox only stands to gain from increasing the bounds limitation. If categorization is an issue, simply creating a subcategory (hat & hat: oversized) solves this issue and can be toggled off by a developer if necessary, similarly to layered clothing. The restriction of creative freedom is not in the best interest of a company that is not profitable.
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is position/size adjusting to accessories planned to release sometime in the near future?

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It’s been talked about plenty of times already but to emphasize the importance of this I’d still like to mention it: there is quite a concerning problem going on, especially around UGC, which is the growing abuse of the DSA system. There is a trend of false DSA and DMCA claims that seems to - while it also punishes actual rulebreakers - unfairly ban tons of creators. Are there any plans to prevent this from happening? Will it be more strict in the future?

It seems very broken to me that someone can simply overwrite one of their earlier uploaded models with existing UGC assets and then having the ability to get a DSA claim approved with screenshots to get the original asset taken down.

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This is just a matter of when, not if. We want all marketplace categories to be open to community creation. We don’t have an exact timeline for when this functionality will be available — this is mostly due to the complexity of moderating animations, which requires us to build tooling to do so at scale. We know how popular emotes and animations are within our community, and it’s in our common interest to release them in a safe and scalable way.

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Why does the affiliate (experience owner) receive a higher commission than the creator when 3D assets (bodies, heads, clothing, accessories) are sold within an experience? The 3D asset creator receives a 30% commission, while the affiliate, meaning the experience owner, gets a 40% commission from the item.

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This question, could be Economy related, as once I’ve seen it at a place where rules for the Avatar would be defined. And they were referred to as Economy Business Rules, or similar.

Will or can ScaleDepthWidthRatio be added to the https://avatar.roblox.com/v1/avatar-rules API, just like minimumDeltaEBodyColorDifference currently is in there, which is part of the same thing as ScaleDepthWidthRatio?

This would be completely useful for this guide https://devforum.roblox.com/t/calculating-depthscale-of-a-roblox-avatar-like-the-roblox-backend-api/2945740

I seek additional insight into the criteria for upholding Roblox’s intellectual property rights, particularly regarding items that utilize Roblox’s proprietary assets.
For instance, ‘Shoulder Pals’ that were created using Roblox’s own Accessories have been removed, whereas unauthorized ‘Dominus’ replicas are still accessible on the platform. What guidelines dictate these seemingly inconsistent actions?

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Will Roblox reconsider the dynamic price floors for UGC accessories, or at the very least put a cap on the highest possible minimum price a UGC item could be?

My overall sales have been negatively affected since dynamic price floors were introduced, as regular people cannot easily afford such prices. As of writing this today, face items currently cost a minimum of 95 robux and just a few months prior, the minimum used to be just 15. That’s an increase of 80 robux. Shoulder items also used to be 15 as well, now they’re a minimum of 50 as of today.

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We aim to support Creator Store commerce for as many creators as possible, but policy restrictions and limitations of our payment partners prevented us from supporting some countries at launch. We recently unlocked selling plug-ins for creators under the age of 18, and are actively exploring ways to expand monetization and purchasing options to more creators. While we don’t have any updates to share right now, we’re working hard to make this happen. Thank you for your understanding and patience!

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How about an event that promotes new experiences and UGC creators?
As a Designer and Developer it’s hard to compete with the usual big dev teams out there, and would appreciate a little respect and assistance as making our experiences more known and played only increases Roblox variety and appeal!

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Why are you guys not punishing UGC creators who make ripoffs of popular Roblox items, such as Dominus items? They directly violate the guidelines, yet they are not being punished whatsoever, nor getting their perms revoked.

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  1. Why is Roblox telling creators that their miscategorized items will be taken offsale instead of offering a method to change the item’s categorization? This functionality exists for Roblox owned items. An example can be seen in Night Vision Goggles. Despite this item being a face item it has a hat attachment. By forcing items offsale, this removes highly sold items from the algorithm, lowering revenue for both creators and Roblox. Not to mention the giant middle finger to the creator, of 750 upload and 1500 onsale fee, to then remove their pre-existing item from the algorithm.
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Will you add more options to target immersive ads such as player language, game preference, behavior, and even specific experiences?

Will we get site-wide sales for UGC accessories?