Brother you don’t have to respond to every single person that posts in the forum lol but genres have been in the game for YEARS with no actual genre filter to use them with, so no Roblox is not ‘valid’ for delaying it this long, and the genre filter functionality should be within Roblox’s SEARCH menu (like the sidebar when searching for accessories), not on either of the home/charts pages like you suggested.
I never even click on charts anymore, nobody should care how popular a game is these days with how easy it is to bot experiences just to boost numbers to get on the charts page.
That’s literally what the ‘CHARTS’ page is for, so IMO it shouldn’t be on the home page too lol
I shouldn’t have to play a game and further additionally potentially negatively impact that game’s chances of being recommended to other players just so that I can tell the algorithm I’m not a fan of those types of games.
Indicating disinterest in a recommendation from the algorithm should always be separate from explicitly indicating that I didn’t like the game for a more valid reason.
Yeah a small X on the thumbnail to remove the recommendation would be nice, it could also even allow another recommendation to slide into its place after being removed. Dislikes are not the way to go.
But in real terms its not that hard to get a loan of 15k robux if your games metrics are flawless you could probably launch a game with 10k. Their is no other way ROBLOX could really release games that would show low quality experiences.
Dislikes ARE the way to go. If you dislike a game why would you want it to be recommended to you? Adding a separate option further encourages users to not dislike games.
This roadmap kinda just solves nothing regarding discoverability?
The new sort is useless, the dynamic home page placement is simply annoying and people are going to find some way to forcefully turn it off, the ads manager just kinda doesn’t function if you don’t have a bunch of money to spend on it (and the upcoming stuff listed for it is vague), low quality content still keeps getting shoved into sponsored, and the other stuff probably won’t be very effective at promoting small games either
Popular games don’t need additional advertising, small and new games do
Already a thing. Use RoSeal! I use it to customize my home page in the order I want it to be in. (Continue → Favorites → Events (The Hunt: Mega Edition) → Recommended.
You can also disable the sponsored sort and so much more (bring back the like count, etc.)
This algorithm change is severely impacting a significant portion of games, especially those with short-session or casual gameplay. Our portfolio, which has consistently been in the Top 200 for years, has seen drastic drops in discovery and engagement since the update.
While prioritizing long-term retention makes sense in theory, this approach heavily penalizes games with naturally shorter play cycles that previously thrived. Many successful casual games are now struggling to stay visible, with some dropping over 100 ranks in CCUs within a week.
This shift feels too drastic and is putting many developers in a difficult position. I think it would be a good idea to consider a more balanced approach that supports diverse game styles rather than erasing visibility overnight.
Dislikes should be reserved for players who are actually interested in that game’s genre. It’s not fair to impact that game’s ratings just because Roblox’s algorithm pushed it to a player who isn’t interested in the game. A Dislike should be for something meaningful like “This game is too buggy” or “The game’s progression is too slow” and not a poorly pushed recommendation.
Honestly, that’s fair enough, but if a player is interested in a genre they have a slim chance of disliking in the first place. That’s why front-page games have such absurd like ratios. The most egregious examples of this would be Spongebob Tower Defense with a whopping like ratio of 98% (1M to 17K) and Blue Lock: Rivals with an incredible 97% (5M to 135K). Games tend to have low dislikes because it feels like there’s no incentive to dislike them.
Not to mention games can somewhat add an incentive to liking that coerces people to further boost their game, through lying or not it works anyways.
To me, seeing such like ratios on very niche games is absurd.
The solution to this shouldn’t be for dislikes to influence recommendations, it should be through the “Feedback Dashboard” on Roblox’s roadmap that would allow players to provide feedback to the developer when disliking the game.
Won’t this count for likes too? People can easily say “I liked to get access to codes” and that’ll influence the game positively. The feedback dashboard is basically just a personal message to developers.
The way I see it, being able to provide feedback when disliking the game and having the possibility that your thoughts might be heard by the developer and implemented into the game incentivizes players to more actively utilize game ratings in a meaningful way.
I think this is true and untrue at the same time. Most players, like me and you, know that ratings won’t affect games much at the later stages they’re at. Even if they don’t, some could also have the “I’m 1 out of a million, how will my feedback be seen?” mindset. (or just know said developer wont care) This is especially true if they add sorting to feedback, such as sorting by feedback from verified players. (Nobody has mentioned this from what I know, but I think it’s a possibility. If not, it’ll 100% be a feature request that has a relatively high chance of being implemented.)
It also does not incentivize the developer to fix problems with their game. They also know they don’t have to worry about the negative impact of 1000 dislikes compared to the millions they have and gain every day.
I also feel like feedback shouldn’t be summed up as just likes and dislikes, there could be valuable information, (such as suggestions) in both and there should really be a centralized place to find these rather than looking into likes and dislikes separately. The upcoming community forums would probably work very well for this purpose and players will have a way of knowing their feedback was seen. That being said, I don’t actually think it’ll influence the dislike counts that much.
Dislikes are the thumbs up/down for a games rating scored out of 100%. So like others have said here, there’s no need to dislike a game and mess up their rating in order to tell the algorithm it isn’t something you’re interested in playing. That’s why you actually have to play a game to even like/dislike it in the first place.
@SubnauticaLaser just because you may hate a certain genre doesn’t mean everyone else does.
Since roblox stopped displaying player counts, ratings are now the only thing shown on games when you’re browsing (besides the game name and icon) so I would say ratings are actually currently the most important thing, especially for new games with low player numbers.
Did yall really just turn sponsored games into rectangles? That simply reinforces my statement that roblox prefers slop over actually good games since active players aren’t shown anymore, and likes don’t really indicate anything unless it’s at like 70% or less (it might be slightly more meaningful if the vote ratio was shown instead)
Once again, slop does not deserve additional space for promotion, high quality, low playercount and new games deserve it instead
Who even is working at this roblox discoverability thing, they don’t seem to understand the glaring issues with this current system