Starting today, we are expanding the eligibility to use price optimization from all experiences with at least 100,000 transactions in the last 30 days, to 60,000 transactions in the last 30 days.
Price optimization uses advanced testing to analyze user behavior and transactions within your experience. This feature will recommend optimal prices for your developer products and passes that can help you maximize revenue without sacrificing user engagement.
If your experience is eligible, you will see a Price Optimization tab under Monetization in the left hand navigation in the Creator Hub. To find how many transactions your experience has had, add the total number of product sales over a 30-day period.
Our eligibility checks refresh every few days, meaning the price optimization tab may take several days to show up after you reach the 60,000 transaction threshold.
Resources
For more details on how to get started with price optimization, check out the following links:
I don’t have this feature yet, but I want to be ready when it becomes available to more users.
Are prices set when a user first joins, or do they change constantly?
I use GetProductInfo to set prices in the UI, but it only updates once when a player first enters. If I enable this feature, will the prices be fixed for that user when they first join, or will they vary each time they click the prompt to buy every now and then during the same session?
What does the algorithm base its price optimization on? Will it be possible to base prices off of region, so players who live in other countries with a different currency can have more affordable prices?
this is where it’s going to be like if your game is not a simulator it’s going to say “increase prices by 200% for optimal growth” just so they can make more money
I can tell that you have absolutely 0 idea how good monetization works. Roblox themselves said in the original post about this feature that most games actually tend to overprice their products, and this feature tells the developers to lower their prices so more people are inclined to purchase them.
Before this feature you needed to manually guess if you wanted to adjust the prices, almost like with the higher-lower game. But this allows insight and I support that.
I’m waiting that it opens up to more experiences so testing can be done with less people. Already then you notice in which direction you need to go with the product prize.
I believe the reason for the requirement being set to 100,000 transactions is so that Roblox has the data it needs to actually give you good price recommendations.