Roblox Ads not getting new impressions or spending any ad credits

I’ve recently been advertising my game for my United States Army group. When first posted the ads take off and get a decent amount of impressions and visits in-game but after only a few ad credits are spent it suddenly comes to a complete halt. I’ve tested all different types of bid amounts ranging from 0.01 to 0.10 and the same issue occurs every single time. My icon is relatively well made and obviously it’s able to gain traction because it does in the beginning before it just stops.

The most recent occurence was over the past 2 days. I spent 37 ad credits on an ad to last a day. 6.81 ad credits were spent and then nothing came for hours so I stopped the campaign. I then tested another one for 20 ad credits and it stopped after spending 3.53. Today I tried another 20 ad credits and it stopped at 2.09 credits.

The new system creates a very major issue for roblox groups. I remember utilizing the old advertisement system with the banner ads and gaining 250-300 members off of 10-20k robux. Now the same amount we’re lucky to get 40 members and the reality is we get even less thanks to the ads stopping. I think we gained 15 members across the 3 aforementioned ad campaigns because it keeps stopping.

I guess my ultimate question is has anyone else faced this problem? And if so, what was your solution?


Here is the icon:

image

3 Likes

Yeah sounds about right, I recently ran a similar ad campaign spanning from the 4/10-4/13 (9.50/Daily Budget).
We started the campaign at 12:00AM as recommended by staff members in recent posts, this was to help ensure a consistent spread of spending and not a bulk spending of Ad credits all at once.

There would be small amounts of players entering during randomized hours, then 5-6+ hours pass with no traffic, followed by a sudden burst of 100-125 Players which uses a large amount of the budget.

It’s definitely not consistent as the ad system describes itself during setup.

I should note several developers and myself stayed ingame during the campaign to help new players and we witnessed some alarming issues.

I should also note before saying this our lobby is very optimized and easy to load.

  1. When large amount of players were sent in at once MANY of those players appearance loaded but they did not fully load into the game(Could not be teleported to another place or equip tools)/ stood still briefly( 15-30 seconds or so) until leaving…
    I really really hope its related to the ad system gathering players from regions with less optimal connections due to its randomized time and not what I think it is…

  2. Due to lack of control over credit spending times, we are unable to maximize on peak player hours for our target region, this is discouraging as there are currently no controls to help define target audience within the new system, advertising to the wrong target audience will do more harm than good.

  3. No platform control for where the sponsored ad is viewed, our game is currently available on all platforms but when we disabled console/ phone to check, it seems that the ad system still displays the sponsorship on those platforms but says the game is not compatible when selected

  4. Due to the three issues above I find that the new ad system is currently really bad for any games analytics, it will increase your visit count, but minimal meaningful interactions such as group joins, 10 Minute Retention, returning users should be expected.

I do think direct group advertising needs to be included in this version of the ad system, it’s not easy to grow a group without it, I also think group alerts that can be sent to all members once a month similar to games, would be a good way to bring back engagement with old/new group members, the announcement feature just isn’t engaging enough.

For reference:

3 Likes

I know what you mean in saying " I really really hope its related to the ad system gathering players from regions with less optimal connections due to its randomized time and not what I think it is…" and I feel like it very well could be that as I experience the same situation. At one time my game had 200 players spawn in at once and majority of them also didn’t even load into the game. I think what you’re thinking may unfortunately be the reality of it.

2 Likes