Guidelines around users paying for random virtual items

Do we still need to show the odds if the chance of rewards are all equal, but they have different names and looks? If not can we show it to the users by adding a small text under the buy button saying “Every item has the same chance of winning”.

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I think a notice that all odds are equal is fine, as long as that’s the truthful case.

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if you can acquire ingame currency through the method of robux spending youll need to show the odds, regardless of how much ingame currency you can obtain via playing

I’ve become aware of a new issue with this, that seems to have never really been talked about exactly. In the past, I mentioned it, but nobody seemed to care much to answer about it, and now upon talking to a developer of a case game, I found the loop hole everyone seems to be doing.

Let’s take an example case. The case odds look like so:

After purchasing the “Double Luck” gamepass, the odds are changed to:

However, this is how most games seem to like to display “Double Luck.” Games simply add a “2x” sticker to the odds, like so:

An issue to this is that this style doesn’t actually display the exact percent odds. Even the picture above that actually shows 10% God-like isn’t telling the story, as that’s not out of 100%, that’s out of 120%.

The real odds with Double Luck is:
Epic: 37.5%
Legendary: 29.16666%
Mythic: 25%
Godlike: 8.3333%

So, what is exactly the stance of how this has to be displayed in relation to the ToS?

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This is not a loop hole in any sense. It states very clearly in the OP that

There is no room for a different interpretation here - if a developer is displaying percentages that are mathematically incorrect then they are not complying with the guidelines.

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While that’s how I was interpreting it, I’ve been told that apparently everyone is doing this 2x deal, without showing proper odds, and Roblox has been turning a blind eye to Top 100 games playing this card. :man_shrugging:

Sounds very loophole status to me.

Well then you get cases of loot boxes saying “100% normal” and then some surprise “Legendary Conversion” or something like that occurs and gives them a legendary. While the description in itself isn’t a scam, it is still an intentional deception of the player.

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My question (posting separately for everyone else’s ease of argument) is this:

What about totally randomly generated items? Do I have to list odds of the item generator rolling each rarity, each modifier, each base type, so on and so forth? Or is it acceptable to say “this rolls N pieces of loot that you would get from a zone of your player level”

In the case of RPGs, such a “probability list” could be multiple pages long.

How would you comply with this new policy?

A second question, added via edit: How deep does this go? If the player buys a “map” to run where enemy kills drop random items, do we have to list what can drop, again even if it is totally randomly generated?

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No, not from what I interpreted because that is a part of Gameplay that doesn’t require R$ but action, even if the map can only be bought with R$, because you are getting a map and not random items while they are given through Gameplay.



Numerical odds are not exclusively percentages.

10 / 100 (or 10%), or 20 / 500 are both still actual numerical odds

I’m still not so sure. The policy isn’t clear enough about the depth of which it will be enforced. Also, that actually says nothing in my case because the map purchase satisfies the “robux involvement” bit.

Furthermore, to what extent does probability need to be specified? For example, if you were selling a random item drop with totally random stats (Path of Exile/Torchlight/Diablo/etc. style) how far would you have to specify probability?

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