Iâm excited this feature is out after being teased at RDC 2019. Everybodyâs eyes lit up and excitement filled the room at the prospect of earning more Robux for playtime.
Playtime for premium users is a smart way to encourage Robloxâs monetization strategy and doubles as a combat against botting as others have suggested.
The wording of the OP is a bit confusing on what is earned depending on what. I will showcase numbers of 3 games I had the ability to look into. I will be comparing numbers and ratios which have big implications for how much Robux is earned for playtime.
Note: I do not know how the variable âPremium Playtime Scoreâ is calculated, but I do know, the higher that number is, the better it is for earnings. I will display stats that show that this number is not in a linear relationship with how much Robux is earned.
(Crudely estimated weekday concurrents for the games)
Game1: around 50 (valley)-150 (peak)
First plotted Premium Playtime Score: 25.45
Projected Robux earned: 200 / plot (thinking the plots are daily)
Ratio: 200 / 25.45 = 7.9 estimated Robux earned per Playtime Score
Game2: Concurrents around 200 - 700.
First plotted Premium Playtime Score: 199.63
Projected Robux earned: 1677 / plot
Ratio: 1677 / 199.63 = 8.4 estimated Robux earned per Playtime Score
Game3: Concurrents around 2,000 - 3,000
First plotted Premium Playtime Score: About 796
Projected Robux earned: 9880 / plot
Ratio: 9880 / 796 = 12.4 estimated Robux earned per Playtime Score
The differences in these ratios show that this system is disproportionately favoring games with higher premium playtime scores. For example, if the 1st game was to receive the same ratio as the 3rd game, it would have earned 315 Robux instead of 200, a 57% increase.
I had originally thought the ways to improve your premium playtime score would be
- Get more premium players to play
- Get more premium players to play longer and more often
This is showing that it is not a linear relationship. I am unable to see the benefit of making this a disproportionate system. Instead for example, the Robux earned per premium playtime score should be a fixed ratio to the premium playtime score. Though, that could then be abused by the algorithm creators behind the scene just by editing the way that number is retrieved to be non linear. This entire thing needs more explanation, as darkness is not a good way to foster a developer community. How will these ratio discrepancies be reconciled?
Disclaimer: These are numbers based on one dayâs sample size of only 3 games. I will be keeping an eye on these ratios.
Edit: This has been talked about and confirmed