Then phone verification should count at the minimum. I’m tired of being left out and at this point I’m only not ID verifying both for privacy and to prove a point… Roblox already blocks VoIP numbers from verifying and phones are more accessible than IDs for literally everybody especially those under 18
I wonder, does watching a video force the camera to move and focus on it?
If so, is this going to break any games that use an completely scripted custom camera?
Well, that sucks.
MAN, I often don’t like 2-fac auth because of how easy it is to get locked out of your own account if you lose your phone or if your computer breaks.
I remember a while ago I wasn’t even able to use it at all because I didn’t have a phone or machine that I could rely on.
Awesome! I’m so glad we can do that!
Do we need to use 2 fac auth, be ID verified, etc for that though?
If your device does not have a VP9 decoder (yes, Roblox engine doesn’t support H.26x and all uploads will convert to VP9), which is basically any GPU or SoC older than 2015 (for your info, the minimum hinted generations are Intel KabyLake / NVIDIA Pascal / AMD GCN 5.0 (Ryzen, Vega Graphics) / All Ryzen iGPUs), yes.
Since without hardware decoders the CPU will do all the decoding for you, potentially reducing the performance cap.
Always keep backup codes in a well-secured place, since I’m sure 99% of every apps using MFA will provide backup codes in case those things happen.
Or alternatively use an authenticator app that provides an ability to export the TOTP data into an encrypted file.
Some countries hasn’t enforced the requirements needed to register a SIM card, making it potentially as vulnerable as the VoIP numbers. For example in Indonesia, you need to register your SSN and Family ID to register a SIM card (SSN can also be found in Family ID card if such person doesn’t have their ID yet), and one person can only register up to 3 numbers at most.
I guess it only applies to click-to-play video ads, not autoplay ads though.
This is untrue, most profitable experiences are made by large studios of adults on roblox. This may have been true 5 or 10 years ago but not today.
I have never understood this hangup. There are many, many situations where it is expected and normal to show your government-issued ID. Your ID is not confidential information.
You can be required to show it at stores, restaurants, banks, and a whole host of other places. Car dealerships typically store a photocopy of it before you’re allowed to test-drive a vehicle. If you buy spraypaint or caulk at a home improvement store, you can expect to have to show your ID there. Having to show it to a third party so that third party can confirm to Roblox that you are who you say you are is an EXTREMELY reasonable use of an ID.
bro keep this awful practice in the mobile market, devs make enough money exploiting premium payouts, farming monthly subscriptions/private servers, and making P2W gamepasses; we don’t need aggressive advertisements plaguing our games too. (plus what genuine company is actually gonna risk their brand by affiliating with some random joe’s possibly copyright-infringing Roblox game for video adverts when well-tested Google/Youtube, TV, and mobile game ad ecosystems already exist?)
I believe that any well established 13+ game that isn’t a monolithic cashgrab and actually does this in a way that would matter to advertisers and not just jam a sign in a corner would be boycotted relentlessly on their socials and hemorrhage players, and if any new games in a genre that could capitalize on it like Simulator, RNG or Tycoon try it then players will likely just hop to a competitor that doesn’t do it.
not to mention the droves of games that simply don’t comply with the wishy-washy requirements for brands to actually affiliate with them (I don’t think the day will come where we have someone who claims they found out about their favorite cereal brand from Combat Warriors).
Showing ID in person is nothing compared to having it stored on a server for months where data breaches are waiting to happen. Also my ID will be linked to my account which I would rather it not be.
No, your ID won’t be linked to your account. Roblox is not interested in storing users’ ID information. Roblox just stores the verification status of your account so it can comply with rules around verifying the identity of people it does business with. Roblox does not see your ID.
Roblox uses a third party (Veriff) to validate your identity. Veriff asks you for identifying information, it validates your identity, then it sends Roblox a simple confirmation that you passed verification. At no point does your Roblox account get linked to your ID, and at no point does Roblox get your ID at all. They just get a token from Veriff that says “Yep, that user is who they claim to be!”
The simple version of this system is:
User → Roblox: I’d like to verify my ID.
Roblox → Veriff: Is this user who they say they are?
Veriff → User: Hi, we need this information.
User → Veriff: [information]
Veriff → Roblox: Yes, this user is who they say they are.
Roblox → User: [adds Verified status]
Roblox never sees the information. They don’t want to see the information. Part of the service Veriff provides is complying with regulations around the storage of that kind of data. Veriff’s policy is to keep data no more than three years. If you’re interested in more information on that, Veriff’s data retention and security policies are online. You can find them here.
And again - a copy of my ID is in folders in at least three car dealerships, it’s on file at my employer, with my wireless carrier, my electric, water, and internet utility companies, and a myriad of other places.
If you don’t want to ID-verify, then don’t. But the amount of outright disinformation that regularly gets around about the ID-verification process is ridiculous. A photo of your government ID is not highly sensitive information.
I am ID verified while not over 18+
For random people, yes, you don’t really want stalkers to invade your privacy though.
But for legally authorized entities, with legal rights to store government-issued IDs for authorization purposes, it’s not.
I can definitely see potential value in this as I think it would be a really good way to help monetize my upcoming game without making it a P2W game.
Unfortunately, I think the numbers are not transparent enough. If I’m going to be buying ad space to bring users to a game and hoping to offset it, I need much more math and much more control.
I want to know how much Roblox is taking from my ads, I want more control over the ads that show in my game, and I want to see a higher CPM.
The lack of transparency makes it feel like we’re being gouged, that Roblox is taking so much they don’t want us to know and that’s why the CPM is so insanely low, because I don’t believe for a hot minute that Roblox is making below the industry standard, which means just we are.
I’m very serious about putting this to use, but I won’t until I see transparency and better control. These are our games, we are responsible for their content, that means we need control over it, and that goes for ads too,
Some developers would use it that way, and people shouldn’t reward greedy developers. I don’t even play freemium games on mobile, I only buy premium games without microtransactions.
In my game for example, I have a premium currency, and I am trying very hard to make sure players have access to that currency without paying, but it’s very hard to do without totally devaluing the premium currency.
Something like this allows me to figure out how much I can make on ads and allow players to earn premium currency through ad participation instead of buying it, making that currency more accessible without paying.
I totally agree, there are developers who try to get their customers in every way they can, but there are those of us who actually are the opposite, trying to find ways to monetize our games without ruining the experience for free players. This is one way we can do this.
it’d work well if the premium currency doesn’t give an edge in gameplay, otherwise it’d be the same principle as pay to win with time instead of money (similar to the AFK rooms in other games, but makes money with ads instead of premium payouts).
I’d really hope that most devs would use it as a pro-player tool like you, but I’m simply bummed out because I see a future where poorly implemented ad systems themselves in games will become normalized, and then slowly more obnoxious as time goes on - and this system is extremely easy to use in a way that can cripple player experience.
one of the ideal futures for this would be if developers ditch using long AFK times or monotonous grinds against players to earn revenue, and instead enable themselves to make less grindy games by switching to an environment that only requires players to watch ads at major gameplay points for similar revenue. that’d mean player time saved, meatier games, and the same amount of money going into a dev’s pocket.
overall though, I think the biggest issue as I stated before is just that ad companies will likely have strict requirements for games and make all ad sequences extremely boring, or may force the entire game to tone down X or Y aspect to adhere to its policies, which is one of the core reasons I don’t see the light in this system. for instance, creative ad systems like incorporating them into bossfights, background scenery, collectible items, or even wearable items (a la TF2) sound cool in theory, but are likely to break ad fraud rules on technicalities.
There is no perfect solution to developing and developers on Roblox are in a really bad position.
The literal ONLY way developers can make money on their games without impacting gameplay at all, period, is cosmetics, and Roblox directly competes with us and implements features making that far more rewarding for UGC and Roblox than game developers. So Roblox devs aren’t about to make the next cosmetic success like Fortnite on this platform, that’s a fairytale.
Time to Money vs. Ads is the only realistic way, and that is the price you pay unless you want games that are purchase to play, which Roblox heavily deters us from doing, including taking away premium payouts, or pay-to-win which ruins the game.
I’m a lifelong gamer, and I personally prefer to just buy my games, but as a whole that’s a bad option on this platform which is poorly designed for it. I’ve considered so many different ways to try and monetize without ruining games, and I can tell you the result has been I’ve lost more money on development than most people on this platform could imagine. If I worked at McDonalds instead of developing here, I’d easily have $100k more in my bank right now.
We’re not charity workers, we have to make this sustainable or we can’t keep doing it, bills come no matter what and we have to live.
The game I’m working on now is very unique, there aren’t games like it on Roblox, but I can tell you I won’t make much if anything in this kind of game off cosmetics. My goal is to make money through economy, allowing players who farm more but don’t have money to trade commodities to players who have money and use it to buy premium currency, as everything in the game will be tradable, even gamepasses. The biggest thing to balance this though is I still want free players to earn premium currency. So there’s objective/play-based ways to do it, but I have to be careful with that so it’s not exploited and farmed until it destroys the economy.
That’s where ads come in. Allowing players to gain an amount of currency per day through ads expands the potential for premium currency for players who are not paying.
In truth, if someone is playing a game for free and the game is literally catered so they can do everything a paying player can do, but it just takes them longer, and that’s too much, I think that is a selfish and entitled perspective for that player that I don’t respect that viewpoint, not even as a gamer myself. You have to expect to give something up in a game you’re playing for free. Developers work hard, they deserve to earn a living when they make enjoyable experiences for players.
I’m often putting in 12-16 hours a day developing, and while my passion is to make games people enjoy, not to get rich, if I can’t earn a living doing it then obviously at best I will eventually have to spend a LOT less time making games. So if I want to keep doing this, I need to eventually see a return somewhere.
As a gamer myself, if could play a game where I can choose between my wallet, or watching ads and maybe a little more time, but know I can still achieve the same end result without paying, that’s the choice I’d make. In every MMO I’ve played that had a market like this, free players often did farming that paying players didn’t, and paying players paid the free players well by trading premium items for stuff they were too lazy to farm.
Even in my last game like this, the best stuff in the game was all drops, not purchasable, with the only non-cosmetics being mounts and the fastest mounts being drops. In the economy, players had their own gems value they would assign to certain drops they wanted, buying premium items to trade for those drops.
In my upcoming game, I’m looking to make a much better version of it. There might be some premium items that are convenience items that are purchasable, but it will never be to any level where free players can’t have access to that stuff reasonably. I care a great deal about free and mobile players, I’m building this game around them, but eventually, I’m going to have to pay the bills, and I think ads are a good way to do this without compromising gameplay.
How does having a passport or in some cases a 99p sim card make you somehow less likely to abuse the platform? I don’t see a single concrete point at all in what you said and it seems like a hastily put together excuse for a lack of proper moderation.
Anything you said would only be true in practice if we didn’t hand passports or licenses to people who misbehave online, which I’m afraid, is not the case. Almost everyone in what we consider to be wealthy countries has ID of some form, and some countries, such as those in the EU like Belgium and Spain enforce mandatory ID in the form of a identity card or similar. That is also without talking about fraud.
In the form of media enforcement too, algorithms can be implied to detect material against TOS. ROBLOX already does this with audios. YouTube does this against their own internal databanks. Discord does this in order to detect CSAM.
People breaking the rules does not mean we should start gatekeeping or losing access to these things despite having not breaking them. It means more work should be done to actively detect and keep breaching material off the platform, and that can only be done by proactive moderation.
How long does it take to get the immersive ads data? It says “Data on this page might be several hours behind.” but it’s been two days and all my data are zero for several of my experiences.
trying to monetize free games has always been an illogical practice born out of mobile market shenanigans, it directly clashes with the entire point of a free game, and is why it seems to require “perfection” to solve many problems that arise from it.
I don’t expect even minor predatory practices in my games even if they’re free, because time is directly correlated to money and rapidly exceeds it in value with age. the point of a game is to enjoy it, not do a whole song and dance just to eek out enjoyment after the fact - which is why it’s always been the smarter option to finance free game development with other profit avenues and existing budgets.
blaming players or calling them entitled when they don’t want to waste time on an experience that should be enjoyable (even if it’s “free”) makes no sense, there are droves of free games that don’t need to sacrifice player QOL to keep themselves afloat - that’s happening because Roblox takes an egregious cut of dev revenue and only makes certain practices viable in their economy. I don’t understand why devs who are looking for money are OK working with a platform that consistently screws them (which trickles down to players and their games) when they’d be better off going indie or seeking teams on the myriad of other developer storefronts out there after accruing a modest starting fund (especially Steam, which handles a lot of the back-end for you).
people who dev on Roblox in my opinion should just use it as a springboard into the indie scene after accruing a good bit of experience in their field, or only for passion projects supplemented by other incomes - because at this point Roblox is clearly a sinking ship with only a handful of devs able to enjoy a fruitful career off of it as players are continuously punished by silly mechanics that wouldn’t normally be in regular games, yet continue to disseminate into the gaming ecosystem through profit seeking created from mostly economic strife, and rapidly advanced through companies like Roblox.
I don’t like this update. I just don’t. Like I don’t. I don’t like this update I dont I dont. its like update but its not update and if its not update its like not