Make confirming a purchase on Xbox *actually* harder

As a Roblox user, it is currently still too easy to make a purchase when playing Roblox on the Xbox.

Despite an assurance that the behavior had changed, I did not observe any change in behavior since I made the linked-to thread. Jumping is still mapped to A, as is the button to confirm a purchase. There is no meaningful delay between being prompted and being allowed to push A to confirm a purchase.

Last night, while playing a not-great obby, it prompted me to purchase something when I was doing a jumping puzzle. I did not have time to react to the prompt, but because I was just pressing A to jump over things, it immediately confirmed the purchase and I am down 2000 robux.

It is quite frankly unacceptable that this is still an issue after all this time and that Roblox claimed this was resolved. If this is intended behavior, it is scummy and makes me rethink using Roblox as a platform. If it is not, I am incredibly disappointed in whoever resolved the previous thread of mine because it was not fixed or changed.

Don’t just increase a delay or anything; it won’t be enough. Just please make confirming a purchase a different button than jumping, like X.

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If anything, the prompt should either auto-select the Cancel button, or not select anything at all.

What makes this weird is that the prompt has a “reaction timer” delay in it to prevent those old clicker scam games, but obviously that hasn’t been put into the Xbox selection code (since it uses a different event)

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I think a nice solution would be, to confirm a purchase, you would have to hold down a button for a specific amount of time (like 3 or 5 seconds) while having a sound play as you hold it down. This way it can draw attention to the fact that you’re in the process of confirming a purchase

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The issue is that the buttons are mapped to things! You press A to confirm it and B to cancel. Scam games can just prompt you as you’re jumping and suddenly you’ve just clicked confirm.

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I think a good solution would be to use the Start and Select buttons for the confirm/cancel prompt, which are reserved for opening the Escape Menu and selecting game GUI respectively. Because developers cannot access these buttons, they would be ideal for making secure purchases.

XB1-Menu-View-Buttons-Details

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Having to hold down the purchase button and it filling a ring seems to be a good solution here.

@ above: Those buttons are super unintuitive button mapping for accepting/cancelling a prompt. Making purchases harder doesn’t necessarily have to mean throwing UX completely out of the window like that.

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I believe it’s a better solution than adding a cooldown to every prompt. Xbox users shouldn’t have to wait longer to make continuous purchases of things like developer products while users on other platforms can complete transactions instantly, just because of a few foul actors. Using Select/Start would actually be more intuitive, because you’d use one thumb to confirm the purchase and the other to cancel it. It also helps that the Select/Start buttons are unmappable and can’t be used maliciously to hide prompts under gameplay.

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No other button prompt in the console app uses this combination. It would break UX.

A user would spend just as much time being confused about needing to press a different set of buttons every time they make a purchase (since nothing else in the app uses the same button combination). Users needing to wait is therefore not a relevant argument here. Purchasing an item is also not something you typically do dozens of times in one play session.

A malicious developer can just as easily put up a prompt for “spam start button to get a reward!” and achieve the same malicious result even if the button cannot be bound for in-game logic. A hold-to-fill-ring makes much more sense for security and is industry standard.

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Fair enough. There may also be the issue of prompts preventing the user from accessing the Escape Menu due to the combination using Start, making it less viable.

A bit unrelated, but if Xbox were to get a cooldown on the purchase prompt, such a security measure would work just as well on other platforms too. There needs to be more consistency between versions of Roblox on different devices.

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They should implement whatever makes sense and is effective per input mode. Holding down a button makes a lot of sense for gamepad where there is no other safeguard against accidental confirms (you don’t have any other way to target a prompt apart from the few buttons on the controller), but for mouse/touch the considerations are entirely different since the input space is different. Holding down mouseclick to trigger a button is totally not intuitive at all, and for other keystrokes it only really makes sense for diegetic UI elements.

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I’m bumping this. My primary console is the Switch, so when I push A thinking it’s B, then I end up buying something. Something like “Press and hold Start for 5 seconds” would be much better.

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How are you able to play Roblox on your Nintendo Switch? Ive tried but failed multiple times.

I’m not playing on my switch, it’s just the position of the A button I’m used to

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I think, they made an update, so there is a cooldown on purchases…

Hey folks, thanks for flagging this!

We will take a look into improving this behavior, so that its more consistent with other platforms.

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Do you mind explaining why the Make confirming a purchase harder - #10 by Hippie_ofDoom solution isnt satisfactory?

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Not OP, but they linked to that very reply in the original thread, saying that no noticeable behavior was actually observed.

It’s been a few years so I’d have to verify this, but as far as I’m aware the button to confirm a purchase when prompted is still the same button as jumping. I go over this in the OP, but that lead to me making several accidental purchases because sketchy games prompted me in the middle of jumping puzzles. There needs to be a delay between pressing a button and processing a purchase. My preference would be making it so you have to hold A to confirm a purchase rather than making it one button press.

The solution provided by Roblox was not noticeable at the time I made this thread and based on the activity on this thread, it seems to still not be noticeable. If there was a delay implemented, it needs to be higher, and if there wasn’t one, it needs to be added.

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