Introducing Creator Rewards: Earn More by Growing the Community

It could be that im just slow and cant read properly but does this mean that

  1. Premium payouts are basically gone
  2. If you have no monetization in game you’re basically screwed?
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Not much to add to this other than +1 for this being a terrible change. Forces smaller developers to push monetization to make a similar amount in earnings as they did before.

7 Likes

that’s basically correct my guy

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I don’t buy the argument of “this encourages short games”, cuz as a game developer, wanting a user to play your game as long as possible is still top priority, regardless of this update. Roblox also said it:

It’s just common sense, playing more is still more money, although there is now no benefit with this system for playing more, there is no benefit for playing less.

This would ultimately hurt someone’s earnings more than it would benefit them.

Both are good metrics, I know, but the first seems far more reliable than the other; a good game can be long, but a long game isn’t necessarily a good game. “All cats have fours legs, and dogs have four legs, therefore dogs are cats”

1 Like

Aren’t you guys excited for all your potential earnings going to more front page games? No? Yeah me neither this is a garbage change and NEEDS to be reverted. If you want to reward developers for making you more money give us a higher Robux cut, or do something that won’t negatively effect developers.

13 Likes

Well, RIP people who makes a living out of Roblox, 60 days hold is insane.

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I highly doubt roblox will get rid of this but I really hope they change the terms to make it better, my personal recommendations would be:

-Remove the 3 first games criteria, or at the very least increase it to the first 6 games played for at least 10 minutes

-Increase the 10 minute cap to an hour an have the robux earned scale with that, even just 5 robux every 10 minutes would be far better than a max limit of 5 for total playtime

-Reduce the 60 day holding

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You will only have to wait the first 60 days, after that you will receive the Robux from 60 days ago daily, think about it just for a moment. Product sales and Premium payouts already works this way.

You will have to resist the first two months.

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Not product sales but yeah premium payout has 28 days period.

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No they don’t premium payouts take 28 days and product sales are even less, also how can you sit there and defend a 60 day holding period you do realize this affects you as well right?

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Brother, I told you to think about it just for a moment, that’s not what I meant. It is an inconvenience, but not as big as it seems.

It’s more than a minor inconvenience, it’s ridiculous. A 60 day hold on 5 Robux is stupid.

10 Likes

The only thing that made developing viable as a small developer is the premium timesharing revenue system. This literally makes it not viable to run ads for me, and many others. Terrible system.

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Yes, but now it’s rewarded even less. All we want is to be rewarded for longer playtime beyond 10 minutes. It can stop at 60 or even 30 minutes, but something more than 10 minutes. We’d also like for this to not be limited to the first 3 experiences. Many of us believe that it should be spread across based on playtime, similarly to how Premium Payouts currently works.

Your quote from Roblox also bothers me, because as I have shown multiple times in this topic, this goes against the original purpose of Premium Payouts as it was introduced in RDC 2019. This encourages over-monetization.

This is still awful for new developers who are just starting out. Roblox has not provided a single valid reason, at least so far, as to why there has to be this long holding period. So far, pending Robux only takes around two weeks to a month, so why the sudden change?

Again, this hurts new developers significantly more. This isn’t to say that there’s no way for them to adapt, but this is still worse than what it could be.


The only good thing that I see about this update is that it expands to a larger group of players. But I believe this will only truly be the case if purchases are rounded up. Because, as many have said, two months of $4.99 Premium only adds up to $9.98. If it rounded up to $10, I’d have much less of an issue with this replacement. But Roblox still has not clarified if this is the case or not. Roblox also specifically mentioned $9.99 rather than $10, which makes me think this is not the case.

I still believe that the engagement rewards should go past 10 minutes, at least up to 30 minutes at the minimum. The three experience limit is still very concerning as well, given that players are much less likely to try new experiences as it is, let alone first thing in their day. Who knows, maybe I’m completely wrong here, but Roblox has yet to show their data to back it up. I just don’t see how this is more fair than simply spreading it percentage-wise based on playtime, like how Premium Payouts work now.

Furthermore, I have no issue with how Premium Payouts are currently. I’d be fine if they simply put a limit on it to prevent AFK farming games from abusing the system (and/or not having the AFK timer be reset when teleporting, because that’s kind of insane). But, if we have to go this route, I’d like to see some alterations first, and some numbers from Roblox themselves.

10 Likes

Roblox is engaging in a blatant and greedy tactic to reduce the payouts of small developers to save themselves some money. They aren’t going to provide numbers or fixes, because that doesn’t let them do their favourite thing, which is screw over the people who actually make them money and drive long-term platform retention.

5 Likes

This is very mixed for me after reading some parts. This will GREATLY hurt small developers and games with no monetization. Please reconsider before moving forward with these plans.

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Attached is a Creator Rewards Simulator Spreadsheet. I created both the Open Document and Microsoft Excel formats of the same thing. It’s a very simple spreadsheet, but allows you input various data from your own experience. It uses the DAU (daily active users) as the input for that day, the account age, account bans and spending are from recent Roblox stats from the Q1 meeting that took place this year.

The other fields for 1 of 3 experience visited, player launched (not teleported) and playtime are all up to the developer to guess and test with. You can change any field you want really, this won’t be exact. Especially if you have a way to poll your players to find out how many actually have spent $9.99 in the last 60 days or how many actually visit your experience first before anyone else, etc. :thinking:

At least though, you can run some probabilities that you can intuit yourself about your own game.

The default example, the experience has 100 DAU (since Roblox seems to like that number), 75% of the users that play have accounts older than 60 days, 95% of those accounts have not been banned in the last 60 days, 33% of those accounts have spent the minimum $9.99 in some way, at least 33% of them made the experience 1 of the first 3 they visited that day, 100% launched the experience on their own (no teleport) and finally 33% of them played the minimum 10 minutes to qualify for the reward at the very end.

Creator Rewards Simulator Spreadsheets.zip (13.0 KB)

8 Likes

I’m all for being fair to everyone, but some of these rules would not even be necessary to the new program because it has sooooooo many requirements (including money spent). No bot operator is going to make alt accounts, wait 60 days, then give those bots money, then make those bots spend said money to $9.99, only to go generate 15 robux a day at 3 different experiences. The same bot operators would also lose money if they tried to game the Audience Expansion Rewards by doing the same thing and then trying to re-coup $0.35 on every $1 they spent. Anyone that bad at math is not going to be in the bot business for long. :rofl:

Bots n’ stuff are already covered under many Roblox policies. The way the new rewards are structured, no bot operator is going to make any money from it, so they won’t even bother to try.

I am curious about the charge-back percentage, because current Roblox policies provides no refund under any circumstances, even fraud to players. So, while I understand the stance of avoiding chargebacks from banks, how would that even apply to an experience? :thinking:

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This whole reply is nothing but a jargon filled blanket statement that hardly answer ANY questions. The new system just seems like a plot to appease the share holders by cutting corners and limiting the amount of robux payed out to creators for engagement based rewards. Premium payouts would pay any game you played; not just the first 3, AND it was engagement based not just a flat static rate, you were rewarded not only for keeping the player on your game for 10 minutes but also keeping them engaged past that, why doesn’t this new system account for such events? I’ve already stated this once but I’ll say it again, why should a experience that only keeps the player on your platform for 10 minutes earn the same sliver of 5 robux as an experience that kept the user engaged for 2 hours? That is very disproportionate and unfair.

It doesn’t “level the playing field” it just puts more money in the pockets of front page developers while making the small games have to pinch for pennies. 3 experiences? really? are we just going to act like developers won’t add a “Play for 10 minutes get X” reward system and turn it into a luck of the draw on which 3 games the user plays first?

Sure i’ll grant the fact that the “Active Spenders” pool is probably a larger audience (at first glance) than just sheer premium users, but one of the requirements to be an active spender is to not have re-activated your account in the last 60 days. And with the horrid chat filter and automatic moderation systems in place warnings are already being fired left and right, dont these warnings eliminate a majority of the Active Spenders? And what about the cheeky 1 cent difference for the lowest tear of premium, does that disqualify someone from the Active Spenders pool aswell?

" With this new solution, creators, as a whole, will earn more than what was previously possible via EBP and Creator Affiliate "

Show us statistics. Show us numbers. Stop putting on the HR Speech and show us some transparency instead of begging the question and leaving us in the dark to make guesses, “You will make money money from this update, source? trust me bro”

How to fix this update 101 (Doesn’t take a genius to figure it out)
Step 1: don’t limit to the first 3 experiences, unlimited would be best but 5-10 experiences is ideal
Step 2: Add a scaling reward system for keeping the player engaged but with demishing returns, I.e.
First 10 minutes: 5 robux
First 20 minutes: 4.5 robux
First 30 minutes: 3 robux
First 40 minutes: 1.5 robux
Caps out at 40-60 minutes to prevent the AFK farming games
Rejoining the experience shouldn’t reset the timer to prevent exploitation

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Now that I’ve had time to analyze all the information for this announcement, I can tell you why it is limited to the first 3 experiences. At first, I thought this was some arbitrary number, but it’s not. :thinking:

Example, let’s start with 1 single player. The player has an account older than 60 days and has also “bought” enjoy Robux reach the $9.99 threshold (1000 Robux roughly). On day 1 of the 60 day window, they visit 3 unique experiences, meet all the time requirements, etc. Day 1 is 15 Robux. Day 2, they repeat the process, so now the total is 30 Robux after 2 Days. Using the same math, if they do not spend anymore money with Roblox, but visit those same experiences every single day to generate the daily 15 robux spread between them, by day 60, that user would have generated (60 x 15 = ) 900 Robux split between those 3 experiences. Using the DevEx rate, that 900 Robux will generate (900 x 0.0035 = ) $3.15 split between the 3, (3.15 / 3 = ) $1.05 for each experience.

The player spent $9.99, Roblox paid out $3.15, so Roblox made $6.84 profit or (6.84 / 9.99 = ) 68.6% Gross Profit before expenses and whatever. If that same player were to spend all of their Robux on one experience that is part of the 1 of 3, 1000 evenly, then that experience would get 700 Robux. When it’s time to cash out via DevEx, they would get paid (700 x 0.0035 = ) $2.45. So now, Roblox has paid out $2.45 + $3.15 = $5.60 to developers. This reduces their profit to $4.39 or (4.39 / 9.99 = ) 43.9% Gross Profits.

Now, I hope everyone is still with me on this. :rofl:

Let’s expand it to the first 4 experiences instead of 3. Watch happens to the math. :wink:
Day 1 = 20 Robux, Day 60 = 1200 Robux. DevEx Cash out, $4.20, Player Spends All Robux, $2.45 + $4.20 = $6.65, so new profit is $3.34 or (3.34 / 9.99 = ) 33.4% Gross Profit.
Basically a -23.9% reduction in gross profits just by adding 1 additional experience to the pool. It gets worse as you add more, but here is some quick math.
5 Experiences = 1500 Robux, DevEx $5.25, new Gross Profit $2.29 or 22.9% (-47.8% reduction)
6 Experiences = 1800 to DevEx $6.30, new Gross Profit $1.24 or 12.9% (-70.6% reduction)

Roblox didn’t just pick some arbitrary number of experiences. They picked 3 because the profits will plummet fast if they do use more than 3. According to the last quarterly report, Roblox is spending 36% of their income to pay employees, pay for servers, buildings, etc. So 36% of that income evaporates the moment it touches the Roblox bank account.

I’ll do a comparison to Premium Payments since I actually do have access to how they are calculated and make a comparison. :grin:

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