game: ⚓ Anchored [MODIFIERS] - Roblox
our Acquisition stats do not line up with all of my other stats. If you can see by the ccu graph, around 6/20 the game hit the algorithm and was gaining some traction, and even during this, I kept very good Playtime, D1, D7, and good revenue stats. however all of a sudden I started to decline and my qptr is showing 0.64%. we changed the thumbnails and ran many tests with the best results being around 0.7% qptr
But now im checking my Acquisition tab, its showing me that we have much much better qptr stats than anywhere else, showing 1.53% for 3rd July, where overview shows 0.64% for that date (and same as the others)
my overview and other parts of the Acquisition in roblox seem to be bugged except from the acquisition tab
this has also caused me to change lots of thumbnails which im now unsure if they were winning thumbnails or not
in the past few days the ccu went from 2.2k average to now like 800 average and now is not getting nearly as many homepage impressions even though we held good playtime and retention stats through our first push.
please check the following:
- why Acquisition qptr shows very different results to the Overview and Thumbnail tabs
- whether my visibility and impression allocation was affected by these metrics
thanks for your time
Page URL: https://create.roblox.com/dashboard/creations/experiences/7053214666/overview
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Hi, I’ve also been dealing with the same kind of problem lately. It seems that the Acquisition tab is either bugged or is showing people who clicked on the game but didn’t actually play it (?). It’s really odd. Let me know if you’ve found a solution to this issue.
Note: We’ve also tried using the Ad Manager for reference and we got great results (4% CTR; 50% Join-Rate). We also tried recreating new thumbnails, but it didn’t help at all.
Another really annoying thing is that even though we kept good benchmark stats throughout the duration of our “algorithm push” all of a sudden the impressions just stopped and the qptr went extremely low. We have been experimenting with Ads manager and the playrate & ctr are all much better than homepage impressions (however qualified plays and play rate are different). The normal qualified playrate (for a first join user) is actually 66% (66% of users who join for the first time stay for at least 5 minutes). Not sure what’s happening here, hope Roblox can help us out.
Yeah, it’s just weird that the difference is so huge. I also noticed (might be a coincidence, or just because we’re new) that running ads doesn’t really result in a boost in impressions (personalization). Hopefully, it’s just a bug on Roblox’s site.
Oh Ads definitely will not have any impact on impressions from home recommendation, they are separate to that. It’s just the mismatch of QPTR and also the fact that we’ve stopped gaining as much impressions even though our stats held up through 50M+ impressions. QPTR has always been the only issue and potentially the bottleneck into getting more homepage impressions.
With how anti-discoverability roblox has been, it’s not surprising (or maybe im dumb despite the new ads system being an overall downgrade in terms of features idk)
Either way issues like these are actively hurting developers and just ensuring that small devs get less than no premium payouts once the replacement is implemented
Honestly it’s not the premium payout or revenue we really care about, it’s that we have good retention, playtime, etc, and the monetization is not even bad, but the qptr is showing up differently on different places and no matter how good of a thumbnail we’ve been using, the qptr is just not hitting (even though Acquisition shows it differently to overview)
These are signals that algorithm uses to see if a game should be pushed or not. All our stats are above 90th percentile (with the worst being average), but we’re just not getting pushed anymore? The algorithm is a mystery, I would have expected it to first push the game, and then collect all the data and see if it’s worth pushing. It looks like it is worth pushing? Aside from the insanely low qptr that we want to address since it shows up differently on different places.
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Recommended is just generally wonky, but it almost seems like roblox is trying to prefer something else unless there’s just something truly wrong with how roblox is calculating QPTR
Here is my suspicion:
- Roblox pushes a game in recommended
- Roblox sees the game doing okay
- Roblox tries to adjust to a more monetizable target audience, ones who would hopefully spend more robux (or maybe even just change target audience entirely)
- The stats and retention start dropping because of this target audience change
- Roblox algorithm has a reason to stop pushing a game because of these decreased stats.
And if this is really case, roblox should track which target audience brings higher engagement. Only recently roblox added this which means roblox maybe has had some flaws before of not remembering specific audiences.
OR
Roblox usually pushes in spikes/waves. Not everyone who sees a thumbnail is going to click on it
- Roblox pushes to your target audience
- Lots click and plays, your qptr is high
- Some see the impression but just do not play
— Here’s the bad part:
- Roblox KEEPS showing the same thumbnails to the audience who don’t click, which they are extremely unlikely to click again
- qptr goes down because of this, impressions aren’t getting as many clicks as before
I do think Roblox want the best for developers and themselves, but I think the recommendation system has its flaws.
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Hi! The Acquisition page shows qPTR per user. The overview and thumbnail pages are on session levels. If the same user plays twice they will be counted twice on those pages but not acquisition; hence the difference. Regardless, they are still highly correlated. You can check both metrics in Explore Mode.
Since this is intended behavior I’m closing this report for now, but please reach out if you have any additional questions.