Guidelines around users paying for random virtual items

Yes, I know that moderators would not be the people looking at the source code. I just used the word moderators, as it can have multiple meanings.

I know that ROBLOX is allowed to inspect the contents of the game, but I am just saying that for a reason like not putting down the correct percentage of a crate, I would not be happy.

However, it is just my opinion.

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I donā€™t think this rule applies to a store that has randomized stock. The announcement says devs must include the odds when they buy an item. The store isnā€™t an item like a lootbox that, when bought, will give a random item, so your store should be fine.

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This is really good for users knowing what they are really buying, but what if the developer, or owner doesnā€™t even know what the chances are? Like what if the chances are random, and that is random, just if they put a lot of randoms to the point where it would be almost unknown, would they have to redo it, or what? Not that Iā€™d do it, I just was wondering if anybody was curious.

Previews are super helpful to me, as a player. Iā€™m not going to buy something if I donā€™t like any of the potential rewards, so itā€™s nice when developers choose to show all of them.

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Then you say that itā€™s 100% random (see Murder Mystery 2 for example)

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Yea, the announcement says you must show the odds for all lootboxes, including ones that can be bought with an in-game currency that can be bought for Robux.

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Iā€™m glad ROBLOX supplied guidelines towards random items. Itā€™s a constant issue where users could be mislead on the possibility of items that they could receive.

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Is there anyway this could actually be monitored tho? Creators could theoretically just write random numbers and users wouldnā€™t be able to tell if it is accurate or not.

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To be honest, you probably could lie but at some point someone is gonna find out and it will be a huge disappointment for you and your game. The community wouldnā€™t trust your game anymore. This is worse for games with larger audiences.

Whether itā€™s a Roblox moderator who finds out or some Robloxain testing the odds, I wouldnā€™t lie about the odds one bit.

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Not saying I would lie. Anytime Iā€™ve done lootboxes itā€™s basically 1/#items for every item of getting. But just pointing out that a player would not be able to detect this, nor do I think it would ever be questioned.

If someone said 50% chance for this item, Iā€™d take their word for it, and if I never got it, then the odds just arenā€™t in my favour.

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This seems pretty good, but some developers might provide inaccurate or misleading information to their players.

Yeah, itā€™s pretty hard to guess whether the odds are true based off of a few spins. However if someone does spin the thing 10 times and never won the item they wanted (50% odds for getting the item). I know I would definitely be very suspicious about the odds. Which could lead me to report the game.

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What if your system that gives rare items doesnā€™t run off of %s numbers, but rather, a large set of variables the script checks when the user uses their currency?
(Variables like where they clicked, what color they are wearing, what time of day it is, etc)
Becoming more of a game that players can actually persuade their outcome, study results and actually learn how to get the rarest item, even if itā€™s incredibly difficult? Basically being not a game of chance but an incredibly intricate game of observation and studying outcomes, but on the surface it might seem as if itā€™s ā€œrandomā€ for a first time player and with no external insight from friends etc

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You can simulate 10,000 random draws (throw random variables through your model) and then display the simulated percentages.

If 10,000 random draws yield item X 150 times, then item X has a chance of ā€œabout ~1.5%ā€.

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Thanks, was just kind of wondering if itā€™s required to display this data if itā€™s not actually random but based off of circumstance that a player can dictate.

Either way I think Iā€™m going to just remove the part where you use currency, since itā€™s not really necessary and not a big part of it.

Thanks for the response:)

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A regular RNG is not actually random either. If you have one based on percentages, it will never actually yield those percentages over a small sample size either. You could feed into it 5%/25%/70% as item rarities but actually observe 4.9%/25.2%/69.9% after some draws. By simulating the draws and then computing the percentages over those, you are pretty much doing the best you can and itā€™s a good enough estimation of the actual percentages for a large sample size (i.e. > 10,000).

I would definitely display the data as courtesy to players, but you could also include an explanation about how it actually works for those that are interested.

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The hypothetical system Iā€™m talking about has nothing to do with rng or chance - Iā€™ll give you an example of how it would work

  • Player selects how many coins they want to throw into the fountain, anywhere from 1-200 coins (can only do this action once every 3 hours, a bit irrelevant info but Iā€™ll throw that in there) let say they choose 5
    our script then checks a lot of different variables like:
  • what color are they wearing? (Blue: our script says multiply the number they threw in by 3) making their new total 15
  • is it day or night time? Itā€™s day, our script says subtract by 5 (new total 10)
  • are they doing an animation? If so, plus 100 (new total 110)
    This keeps going for lots of different types of checks until they arrive at a specific total, which gives them that currency as a prize or takes it away if they are in the negatives.
    They win a super rare item if they happen to be doing like 50 of the exactly right variables

So testing to get a % chance is not too reliable, as I can do the test 1,000 times and if Iā€™m doing the same thing over and over again (wearing blue, itā€™s day time etc) it will always yield a 100% chance of the same thing happening

it may seem like chance if you donā€™t know any variables but you can observe them and find new variables as you go. Wasnā€™t sure if this needed to be fully disclosed Iā€™m guessing the same rules donā€™t apply since it isnā€™t a chance based game?

Thank you xx
(There will also be hints around the game about variables giving you specific outcomes, the idea is to get them knowing that their actions matter, but I wasnā€™t planning on disclosing every single variable and itā€™s result, but itā€™s something they can observe and learn themselves through the system)

Itā€™s also basically skill based because some variables will be a little bit tricky to hit perfectly, think like super smash bros melee where you run into the finish line at exactly xx:04 seconds and it yields a result

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If you just clearly tell the player somewhere near the fountain in the game that it is based on variables like that and that there are hints in the game that let you figure out how to get what items, you probably donā€™t have to disclose the odds then, since itā€™s not actually random and they could figure out how to get the item they want by game play.

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Why make a system like this in the first place? Do the players know the loot boxes arenā€™t truly random? I would be up-in-arms if I found out a loot box I bought was using preset variables I could have changed instead of being 100% random and beyond my control.

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I havenā€™t implemented this system yet but players WILL know its not random - I wouldnā€™t really call it a lootbox, just another little mini-game to make some side currency. it isnā€™t expensive at all ā€œto playā€, it can be earned in a matter of minutes, or seconds, depending on how much you want to put in. (i say that because its more like a skill-based, knowledge game and less of a ā€œlets open up a random boxā€, also thereā€™s a 3 hour cooldown on it)

this system is inspired by a current system in the game that iā€™m going to rework to make it work like the above, pretty much based off of players requests. i have seen players speculate about ā€œif you click here it gives a different resultā€, but the truth is itā€™s just random right now, and i think itā€™s a lot more fun for it to be skill-based so they can tell their friends their secrets they know about the system. :smiley:

think like neopets where you can visit the sleeping dragon, if you attempt to steal treasure from him at a certain time of the day, it consistently works. neopets doesnā€™t let you know that theres certain variables, but players figure it out, and they spread it around, and its really cool and exciting to figure out an algorithm or pattern.

players love creating game-guides and stuff for ā€œsecretsā€ like this when they find out it consistently works. and i love seeing them find out secrets <]:^)

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