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

if roblox allowed creator and community have unlimited free ugc limited stock in future ever?

make it only non-resellable

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At the moment developer product purchase history isn’t tracked for experiences by default as stated here on the Creator Hub Documentation:

Having a built-in service or API to access developer product history for products owned by that experience would prevent the need to set up DataStores for tracking this, and be incredibly useful for providing support for cases where the purchase fails or the player isn’t happy with their purchase. Also potentially adding metadata to product receipts at the time of purchase would be useful for providing extra information about that purchase. Would such a thing ever be added?

Another tool recently added that is similar to this is the banning API, which removes the needs for developers to set up DataStores to track banned players and retrieve info about why and how long they were banned for.

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Since I was asked to put them into individual messages

  1. Do you have any plans to lower the current 100 robux per stock fee? As right now it’s barely sustainable for UGC Creators to make profit off their items.
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Do you guys plan to Lower the Limited Fees for Regular Limited UGC items or add a rebate to Limiteds of some sort that have high stock and are not selling out?
(Example)
Creator Pays 10,000 robux up to publish a Regular Limited UGC (189 dollars through buying robux) puts stock at 3000, All of these copies will not sell out, meaning the publishing rebates are pretty useless, as the creator wont earn back all of the revenue, as there is no way for a creator to promote these items and sell them out fast, Will there be a feature that will help creators that publish these limited items with high stock get their money back considering the hefty price of publishing a limited item accessory.

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What actions will be taken to crack down on predatory monetization strategies within experiences (e.g., paid lootboxes with lousy percentages, gambling)?

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Wih the introduction of public ugc, items using copied Roblox IP have become more rampant than ever. Roblox has reiterated many times that they will be tackling these copies (https://devforum.roblox.com/t/taking-action-on-copies-of-roblox-created-limiteds/2226390), however it seems that these ‘ban waves’ tackle very little items, and many copies are still able to stay up. It is extremely infuriating to see some UGC creators get away scot-free by making clones of popular Roblox items, while us creators following the rules have to put up with the inevitability of our original creations being immediately overshadowed by a reupload of an existing Roblox-created item. When will Roblox finally devote to cracking down on these items once and for all, and create a level playing field, where only original creations can thrive?
“Our guidelines and policies prohibit the copying of Roblox items”

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  1. Is Roblox okay with users acting as vigilante moderators, using the European illegal content reporting form to take down popular items? Large UGC creators have been affected like this, such as Reverse_Polarity and Blizzei, the latter who was actually terminated (unterminated now) over this abuse.
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Will there ever be an official and effective method of reporting copies of Roblox-made items? Currently, there’s been an abundance of exact replicas of highly valuable Roblox items and there’s no way to report them. The only way these items get deleted is if a moderator happens to come across it, and lots of them do manage to get away.

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Since I see @MisterRedTurtle is here, I have a specific question: What are your plans to optimize the community feedback program? I’ve noticed that the main group being accepted are popular developers and this is extremely inefficient in what was stated to be the sole purpose, helping get community feedback. I’d recommend doing more polls on changes so that you can get the wider opinion, rather than the tone-deaf, unknowledgeable opinion.

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Roblox recently released an amazing analytics page for avatar items. While this is incredibly useful, it can be difficult to view the analytics of individual avatar items. Are there any plans to introduce individual analytics for avatar items?

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1 and 2. the question is related to each other. My other question:

Classic heads and classic faces be included in the UGC program future?

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As the catalog continues to rapidly grow, individual item’s performances begin to suffer, especially in relation to cold starting new releases

are there any plans to manually curate sorts on the catalog to showcase high quality, original creations to give these underappreciated items a boost in visibility? (think of a Today’s Picks but for avatar accessories)

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  1. Are there any plans to remove the ability to download assets through studio? I understand roblox needs to locally download & load temporary files in our device in order to make sure the client sees everything properly on their screen, however I feel like limiting what can be downloaded would be a good idea. Here’s an example of what i mean:
  • assets can only be downloaded when loading in a roblox experience, and will later be deleted when joining another
  • removing the “export 3d feature” in studio, OR allowing creators to opt their items out of that feature, regardless of their privacy status.
  • making all private assets not appear in a player’s inventory unless it’s set as a public item
  • allow creators to semi-private their items by letting them be visible in games & stuff, but not be downloaded or seen in inventories
  • changing the way archiving works, if somebody archives an asset, anything that uses the archived asset, will be removed from being seen in inventories, catalog, etc. (model, 2d/3d avatar item, or plugin)
  • allowing full deletion of assets/avatar items from the platform (this would prevent a lot of DMCAs from occuring, benefiting both Roblox & the creator)

I understand there are concerns about, the exporting part, where people can’t export avatars using some UGC items in order to use in gfx. This shouldn’t be a problem as the person who’s gonna use the GFX for their own gains (either the GFX creator or the person who commissions the GFX work) needs to have the rights from the UGC creator to use their asset in the gfx to begin with.

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Ever since the last AMA, you guys said you were taking a break from Roblox-made limited items.

The Hunt saw 3 new limited items though, and I’d like to ask, what are your CURRENT plans when it comes to Roblox limited items?

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My question is:

  • What is the update regarding the .pbr surface appearance update for accessories on the catalog?

I recall this being stated to be in its final testing stages, but that was months ago near the start of this year. We are nearly through half of 2024 with no actual update on when we can start utilizing extra textures on our hats. Thanks and appreciate the reply!

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I’m loving the analytics system, but there’s no way for creators to look at their all time sales or to go back in analytics more than a year. Will we be seeing more advanced analytics for avatar items in the future? I feel like UGC Tracker (the game) had these useful features like (Sales individual items, Sales growth etc.) but after Roblox privated the sales API we can’t really track our sales that good anymore.

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Would there be any possibility to reduce the holding period when trading roblox made limiteds to 24 hours. And when do UGC limiteds U items could be tradeable and would they be tradeable for the regular roblox made limiteds aswell.

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Will there ever be a revamp of the UGC sponsor system? In the current system, creators lose a lot more than what they pay for in return. Additionally, sponsoring an old item does not allow you to see it’s statistics on the website due to limited pagination. The statistics are only available when directly accessing it using the web API.

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Are there plans to improve the Rights manager/DMCA system so that it cannot be exploited so easily?

Some people have found ways to exploit the system, resulting in UGC items being DMCAd using toolbox models, UGC items being DMCAd using decals and people abusing the rights manager using a copy-paste script to target specific items.

There has also been a case where one UGC creator DMCA’d a hair of theirs which was stolen, but the AI moderation deleted all of their blonde hair textures that they created, which caused them to lose at least 8 million robux (or $28k USD, going by devex rates)

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Will roblox still take action against the limited knock off items that get posted constantly on the catalog? and if you are do you plan on making punishments more extreme to discourage such violations specifically being mimicking limiteds?


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