In my game, loot boxes that can be obtained via in-game currency are the primary way to get cosmetic items. The in-game currency can be bought with Robux, therefore making all loot boxes paid random items, according to my research. If I were to disable currency purchases with the help of ArePaidRandomItemsRestricted method, would the loot boxes still count as paid random items or not?
Edit: seems like it’s a viable solution but now I’m wandering whether items that could multiply user’s earnings of in-game currency could violate this policy, like a Double Coins gamepass or a coin multiplier boost.
I’ve looked a bit through another post (Restricted paid random items) before writing this topic, and it seems that having a currency that cannot be obtained via Robux is acceptable for items like lootboxes, however, time has passed and I wanted to get an extra clarification for such topic.
Okay, fair enough. Upon skimming through all material again it seems pretty clear - however, could something like Double Coins gamepass or a coin multiplier boost violate this policy?
If coins can be obtained for free, I would say not. You’re not paying robux for a random chance item, you’re paying robux to speed up progress to obtain more items in the future.
That’s just my logic, I don’t know the full logistics.
Alright, thank you for your opinion. If I wanted to be really careful, then I could probably remove the coin boosts since gamepasses are a one-time purchase and, therefore, can’t stimulate a spending spree.
Sitting for a while and thinking about this for some more made me draw lines to extremes, such as helpful gear being a possible violation for speeding up the progress to get more coins, which sounds outright ridiculous, yet serves the same purpose as the multiplier boost, so I think it should be alright to keep the boosts.