Resetting likes/dislikes or displaying only recent ratings

That’s why I suggested a limit to reset frequency. Scam games are going to be taken down within a few days, long before they can reset their ratings.

I support this idea, but it requires more security. This means maybe it would cost a hefty Robux fee to purge the ratings, and even more of a fee if you want to purge a certain amount (either likes or dislikes). Additional enforcements could be a cooldown time such as one purge per six months…

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Yeah exactly, VVV

If there’s a fee involved(fee = less resets), then maybe these rating resets can even be approved by mods to prevent exploitations of the feature.

Precisely. I was gonna include ‘moderator review’ as an additional enforcement but I thought it would be too absurd-sounding… guess not.

Just like how changing a username costs 1000 Robux, a ratings purge could cost five times more for a whole purge and ten times more for an amount purge.

Roblox will probably never implement rating resets – sorry. Displaying recent? That’s much more doable.

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By amount purge, do you mean just shaving off dislikes? That doesn’t seem like a good idea because a lot of clickbait games bring in a decent amount of revenue so they’ll be able to afford purging dislikes.

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  • Main page percentage should only show the past month’s average.
  • Gamepage should have a ‘Ratings History’ page that shows a chart of how ratings have went, and you can go all the way back to when the game first started to see how the percentage has changed
  • Alerts on the game’s page if there has been an abrupt number of dislikes (over 50% worse, or if a certain threshold of dislikes happen) within the span of a couple weeks, which can help quickly identify scams as they’re usually disliked as soon as they get botted to the top
    – The alert should only show for a week or two, so games that are met poorly when first released are still able to recover. Since the rating percentage on the main page only shows the recent month, it should gradually increase assuming the game fixes its issues.
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I’m fine with any feature that allows a game to “redeem” itself.

I definitely agree with this, especially the points regarding scam games.

Like I said, purging an amount would require even more of a fee in Robux, so scam games won’t really have much of a chance if they get taken down in <3 days.

But what about clickbait games?

Purging isn’t going to happen, so you guys don’t need to discuss whether it’s feasible or not.

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As someone currently developing a game in those “infant” stages I can say that it is very disheartening to see my game that I spent months making getting huge amounts of dislikes. It looks like a joke, or worse, a scam.

I don’t want to reset my ratings, but I’d like a way to only show recent ratings. That way, once those infant bugs are fixed my game doesn’t look like trash.

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You should only open a game for early access if you’re prepared for dislikes, most players love to judge unfinished products and aren’t inclined to change their mind even after major improvements are made. You could also host the alpha-beta versions in a temporary place and then move the final version to a new one. I’m not sure I support either of those ideas.

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@Intended_Pun
Exactly my point!

@dragonfrosting
What is wrong with displaying only recent ratings?

I think it’d be optimal to have both recent and overall (like Steam), however failing that, just having recent ratings sounds good.

Old ratings are for old versions of the game, when the game was worse (or better) compared to the current version. The only issue I see is that the ratings of a game would be easier to bot (in the short-term) however that won’t be permanent since the rating will be constantly updating, so a single attack won’t last long.

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Yeah recent ratings have both pros/cons when taking into account bots.
Con - Bots could temporarily shoot ratings way up (less ratings = more vulnerable to change)
Pro - Like you said, a bot spam won’t leave a permanent mark on the ratings

Either way, Roblox should implement something that can detect sudden surges in likes or dislikes and notify moderators.

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Ratings are important for having long term accumulation, only popularity works with recent activity - in this case, plays per period of time. A recent ratings system simply doesn’t sound feasible on a technical level, a game can easily be judged for a new update (and whether it have great or awful reception) instead of as a game overall. The problem you’re experiencing is caused by early-access negative ratings which can be avoided by using a temporary place or avoiding public testing altogether, so I don’t see a necessity for dramatically changing how ratings work.

I totally agree. Real devs work hard to make games these days.

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