If you’re considering using a form of currency to purchase in-game content, whether that’s free (earned via natural progression/play-time) or premium (purchased with Robux), you’ll want to carefully consider exchange rates and accrual rates.
You’ll want to properly gauge content by how much they should cost in Robux, and then price it accordingly with your in-game currency. This will prevent hyper-inflation which could ruin your in-game economy and mess with the overall perception of the game.
Premium Currency
The goal of premium currency is to set a “premium” or price on in-game advantages. It shouldn’t be cheap, to prevent players from reaching the end-game prematurely. It shouldn’t be too expensive or else you won’t sell your currency. When selling currency to players, you’ll want them to feel like they got their money’s value, so if it costs 100 “gold” to buy the lowest level item in a game, you don’t want to price it at 10,000 robux for example. When the prices are too high, that’s a deterrence for your players. They won’t buy something they don’t see as worth their money. Keep in mind that overly-generous rates will also have an adverse effect. If it costs 10,000,000 “gold” to buy the best item in the game, it shouldn’t cost 10 robux.
Free Currency
Similar to premium, you don’t want players prematurely reaching the end-game. So the rates that players accrue free currency should be fair but low, as the free option should be slower than the premium option. You have the power to decide how much time it should take players to progress, and controlling rates of free currency accrual is a part of that.
Some game producers limit the types of things premium currency can buy, to prevent imbalances to the game. The famous “pay-to-win” complaint. Limiting premium currency purchases purely to “aesthetic content” such as weapon skins, emotes, trails, lights, things along those lines, are popular choices when developers wish to keep game-progression natural and untainted. However, selling in-game advantages, which can often be branded as “pay-to-win” are likely to sell more frequently as they’re a more attractive purchase. You should carefully consider what you allow your players to buy and set prices accordingly to preserve the game’s progression so people play in ways you intend.
You won’t always be able to control players, their perception of your game, or how they play your game, but thinking about how you setup your economy can help corral your players to behaving in predictable ways, which can help you plan updates and changes accordingly.