That’s a great motivational speech and all, and I had the same mindset as you sir. The reality is quite different though. I touched on this very subject.
And well, out of all the post, over half of them said YES, dislike matter.
It’s a sad truth, and I hope Roblox fixes this soon.
The reason I say this is to make sure people do not undermine the damage caused by this problem. Dislikes isn’t something you should just ignore. It’s a serious problem that should be taken seriously by both developers and the staff.
If we as developers speak loudly enough, someone, somewhere is bound to hear our cry for help.
EDIT:
I just want everyone to know I’m not trying to be mean to anyone.
I just want to make sure that we’re all on the same page so people don’t think “Well I guess it’s not a big deal” because well,
It is a big deal.
EDIT:
I also just wanted to mention really quick, I’m very sorry for what happened to you Lawnmovver, you don’t deserve this. You’ve been very active and helpful in these forums and I am pretty upset to read
This is just threatening you, trying to bully you into doing what they want. I hope the Roblox staff responds quickly and make sure justice is served.
I checked your game out and I love the customization and simplicity of the game, it’s very easy to jump in and I learned the game instantly. I enjoyed it and left a like. It’s a lot better than your average “simulator” or “obby” game!
Again, I can’t express how sorry I am to hear of your situation.
Oh, I believe dislikes matter. The like/dislike ratio is meant to show developers that Player’s aren’t enjoying their game for what it is and you need to make some improvements on things(At least that is what I make of it). I meant that for OP if the Player’s are disliking the game and they are not bots then he/she should continue developing based off of these dislikes and improving until Player’s DO begin liking the game. What I meant by
not really worry too much about the like/dislike ratio
is try not to get discouraged because you are getting a lot of dislikes. Instead, focus on developing the game/idea and improving upon it. A great way to do this btw is by creating a twitter or an area for Player’s to submit ideas/bugs. Discord is also great for this.
I heavily agree that the like/dislike system needs to be reworked to add some sort of buffer for Player’s using them. In its current state, botters can completely destroy a small game if they wished to do so. This problem has been happening for a long time now. I guess it is a complex issue that Roblox is trying to fix and hopefully we will see a fix soon !
Yeah, this is a increasingly growing concern for game developers. People who dislike bot games or threaten to attack your game with bots are just people who are jealous of your success because they don’t possess the skill set to become as successful as you.
Despite there being an efficient solution, I would just include in the description of your game that it has been victim to dislike bots and the majority of your players should hopefully understand this and give your game a go still. Also, like @kenami said, you could make your game paid access but, again, that will reduce player counts exponentially.
Hope you recover from this attack and good luck with your game.
I personally See This A lot In Games Being Disliked By Bots I don’t Know How You Should Handle It Its Really Annoying When You Put Time And Effort Into A game and gets Disliked botted I Think Roblox Has Too Do Something About This.
The thing is, I haven’t made any drastic changes to the game and suddenly went from very good like/dislike ratio to over a 10% drop in a short amount of time. I don’t think my game suddenly got worse, and it would be a lie to say I’m not discouraged by it.
If I work at basically any job I can get the minimum job security and insurance, but making games on roblox is pretty much making a game and hoping someone else doesn’t destroy it before it gets popular. To top it off, the people who are doing this have accounts on the dev forum their selves, and I believe one considers himself a developer.
Because of the rules of this forum, I am not allowed to call them out and they can get away with this. I will try to contact roblox dev relations, hope they can do something, as the report abuse option has done nothing for me.
Like / Dislike botting is definitely an issue, and CAPTCHA(s) will not work like they haven’t with preventing the creation of bot accounts for botting in the first place. Roblox does routinely reverse the actions of bot accounts including Liking / Disliking when they terminate those accounts but they’re able to only handle so many at a time.
I personally suggest contacting Developer Relations to see if they are able to handle it. Sometimes, they’ll take action to reverse it but most of time it seems they’re unable as proving botting can be difficult as a lot of botters mix stolen accounts with “bot created” accounts to avoid detection nowadays.
Now this isn’t a solution, rather something to think about but does the like ratio really matter?
This may bring some comfort if you consider the actual relevance of it as referred to within this thread, Do Dislikes Matter?
(I’ve personally encountered this issue, and found that it really doesn’t matter at the end since it barely made a dent in my community / profits)
For obby games, which tend to have low like/dislike ratios anyways, no, they don’t matter.
But you can’t generalize your results to everybody else. I feel that I’ve already seen a decrease in revenue, and I hope this doesn’t affect retention too.
Just for point of reference ~ I was referring to development projects I’ve been apart of and had a share of profit from. You just found my cash-cow which is really meant to be a cash-cow and nothing else which is slightly awkward. (Completely TOS compliant, and a great fund source for other projects)
Regardless, it’s up to the developer if they consider the ratio to be relevant to them but it isn’t for most especially the larger your game becomes. You might be noticing this profit issue from the size of your game in it’s current stage in terms of the community size / player-base.
I didn’t mean to call you out on anything, I’m thankful for your response and advice. Personally, I wouldn’t play a game with a suspicious amount of dislikes so I feel like I am being negatively affected by the malicious users. I don’t know about the general population of roblox or other games, but a lot of my paying players are older players, who probably care more about likes/dislikes than the general population of roblox.
Well from personal experience, and the countless communities I’ve worked with or been in… I’ve noticed that people nowadays really don’t care about the ratio as the younger audience usually don’t even look at it while the older audiences may take notice but they’ll usually check out the game for themselves as it’s just a click (If they clicked to see the game aka where the ratio is ~ they were already going to check it out anyway)
The ratio tends to only becomes a serious issue when it’s Paid Access as people aren’t going to buy a game with a high dislike ratio as it’s not free for them to check out themselves. (If a nerd is willing to spend a considerable amount of Robux to bot your game, smh)
(Np on the callout ~ I just wanted to make sure you knew my experience isn’t limited to a cashcow, lol.)
I have seen many games get dislike botted, Literally thousands of dislikes can be put on games in minutes. I feel as Roblox should add CAPTCHA to game ratings.
Steam has something where if an account never bought anything it can’t vote (something like that, from what I heard). They don’t necessarily have to buy something from the game they are voting on, just anything in general.
I think something like this would make botting unprofitable/obsolete. Well established platforms like Steam use this, and I don’t see why roblox can’t too. But I guess it would “ruin UX” or something, so we have to just suck it up.
Just ignore the like ratio. From my knowledge (unless you have loads of new players each day 10k+) it shouldn’t matter. Focus more on community feedback to improve your game. Dislikes don’t tell you anything other than the fact that they can click a button. Some people could be jealous, some people may not like you, some people may just hate the game, someone could have been banned for all you know. I have a small community game and have had numerous people make alts just to dislike the game. Now it sits at a 67% like rating (as opposed to the previous 85% it was for 2 years). Smaller games often target exploiters looking for a reaction too so keep that in mind. Just don’t be vocal about dislikes and ignore them.
Some marketplaces require a certain amount of in-game time aswell but idk what they could do. From what i’ve seen most ppl just say “deal with it”. Currently all you gotta do is join and leave and apparently thats enough for a “rating” but who knows what they will do in the future.
Sadly people find entertainment in disliking games. Apparently people spend their time and effort to create bots that dislike your place.
Theres really no prevention so far…
This leads me to my next point; Roblox needs a better user verification system. What I mean by this is users need to EARN the like/dislike functionality, so that hackers don’t take stolen verified email accounts to dislike games. Maybe users have to have a certain play time, time on Roblox, and experience in general? I just think the system is broken at the moment.
However, thats just one of the gambles with Roblox games. Hopefully with Roblox’s largely growing development team, a solution will be found.
I know this may sound weird, but you should just forget this is happening. Dislikes are very de-motivating, and you may lose motivation if you think too much about the dislikes. Think about the positive things, like the fact that you have a playerbase that wants to play your game, and that you have almost 200 likes out of 11k visits (which means that around 1.82 of players like your game.) Compare that to a front page game, like Jailbreak. Around 0.10344827586207% (yes, I used a calculator) of people that played the game liked it. Now, of course, visits aren’t the most accurate way of knowing this, but I just want you to think positive.
I never understand why there is a general need of an negative voting-option.
At least a game only need an popularity-index and nothing more - that shows visiters, likers and maybe fans. Be honest, nobody cares dislikers.^^
(the time-countings are examples)
Every 100sec-Visiters will be count, from those everyone can like (after 3min-playtime) or become also a fan (after 10min-playtime). View-code: Visiter/white, Liker/yellow, Fan/green.
Who dislike the game, will not come back anyway. So every Dev is focusing to encouraged players not only to visit, but to stay as long it needed to get a vote (like or fan) from them.
The voting-system must be changed only for positive-votes, then those Disliker(-Bot)s can’t terrorize anymore. Problem solved.
I think negative votes to help to identify scam games, but it is easily abusable as of now. The current system is definitely vulnerable though, hope roblox changes things soon.