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

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?

To what extent does experience monetization impact home recommendations?

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are there any plans to adding more features to the analytics page such as live analytics for UGC items? currently they only update once per day, and having it so it updates by real time would be very nice

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Based on the 2024 Roadmap, search improvements have been planned for the Avatar Marketplace as was done with the Creator Store and experiences. Can we get more insights about this and also if boolean search operators can be implemented for further filtering? (e.g. “Green AND Fuzzy” filters out UGC items without “Green” and “Fuzzy” in the title)

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Is there any plans for marketplace sales to return in the near future?

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Hi Antoni / Enrico!

My question relates to moderation, specifically with the very different ways moderation is handling Avatar Bodies vs all other UGC items uploaded.

Currently the process for Avatar Bodies is clearly under strict manual review for every upload.

Other UGC items seem to be handled much more loosely. I can’t be sure but it looks like the only thing that occurs is a check of the mesh for clearly inappropriate stuff, where as Avatar Bodies are being checked meticulously for all of the rules listed here.

The issue is that avatar bodies are being over punished for, while hundreds of inappropriate items spill onto the catalog that are much more of an issue than an avatar body having antenna, or something.

So my question is: Why is moderation not being more reactive to inappropriate items on the catalog, but being very proactive when it comes to Avatar Bodies? Why is this process not being handled the same way by either having a very strict review process for both Bodies and regular UGC, or having a reactive moderation policy that after goes after malicious items first?

Seems that the latter would be best.

Cheers!
-Jacob, Reverse_Polarity

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Are there any plans to allow creators to view how many sales an individual asset has?
In the past we used to be able to see sales for all items. Not sure why this has been removed?
I understand making it private for the item’s creator only or people with configuration perms/spending funds perms, but the full removal for them is a very inconvenient change that hasn’t yet been explained. More on that, it seems that Roblox wants to show an “Estimate” number of sales instead of the actual number recently. Without downloading our sales data it’s impossible to see this, so will we ever be able to see how many exact sales an item has from the creator page or the item’s page?
image

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  1. Why has Roblox continuously refused to allow PBR accessories when a) the technology already exists with compatibility for both R6 and R15 (Gold Clockwork Headphones has PBR) and b) the technology already exists for layered clothing items and, specifically hats that have been turned into layered clothing due to Roblox’s lack of feature support? What is the reason why this has not been enabled yet? PBR for me, but not for thee?
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When and how will the real-world commerce options become more widely available for developers working with toy brands?

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THIS needs to be fixed ASAP!

ANY user can download a mesh, then upload it as their own (write over a previous asset). They will then send a copyright notice to copyright_agent@roblox.com or use the “Rights Manager” to get the original owner terminated!

Twitter video showing this method in action:
https://x.com/RealTxream/status/1792544970840113333

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Are there any plans to allow developers to set different Robux distribution rates for each place, game pass, and developer product?

In a single group, there can be multiple fragmented or branched places or products.

For example:

Group owner (A) might hire an outsourcer (B) to create a seasonal effect game pass.
Instead of giving a fixed payment upfront, they agree to split the game pass sales revenue by percentage.

The reason for this is that the effect game pass requires continuous updates.
B has to update the effect every time a new season starts, so both A and B find splitting the revenue more reasonable

However, the group owner has to check the game pass revenue each time and pass it on to B, and B cannot be sure that the group owner isn’t manipulating the revenue screenshots to cheat him

To solve this issue, different percentages should be applicable to each place (premium payout) and product (game pass, developer product).
I think Roblox might already be aware of this, but I am curious if there are any plans for it :D

Totally agree we need this! We are actively evaluating and planning when we introduce Shoes as a UGC category, especially as we already have the category available in Marketplace. We definitely intend to enable UGC Shoes, but the timeline is currently in flux. Stay tuned for updates on this in the future.

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