Hopefully this is the correct category. I had a question, for my game I’m making where you can purchase in game cash for Robux. I wanted some suggestions on how much Robux for in game cash. So you could make a chart like the one below for an example.
I would suggest for the largest values of cash, you give discounts. For example, if 1,000 in-game cash is 100 robux, then perhaps 10,000 in-game cash would be 900 robux.
That all depends on how much your in-game cash is worth and how rare/difficult it is to get.
But some things to note when pricing content:
$1 USD worth of R$ is 80 R$, which you would earn about $0.19 USD (including the 30% cut) via DevEx.
An item priced at 400 R$ would get you about $0.98 USD (includign the 30% cut) via DevEx.
Base Premium users get 450 R$ a month and also get a 10% bonus on R$ purchases.
Please don’t sell things in your shop where it would require buying a larger bundle of in-game currency because the smaller one is barely not enough. (Example would be selling an item for $300 in-game premium currency, but only selling currency bundles of $250 and $500 in-game premium currency, forcing the player to buy way more premium currency than they actually want. This is gross and manipulative design.)
The amount of Robux You Should Charge Your Players for In-Game Currency Highly Depends on your game and your game difficulty (my opinion).
Charge the Players according to the Difficulty of the Game
Like if Earning Cash is Hard in your game, make the price of the Cash in Robux a little high,
if Earning Cash is Easy in your game, make the price of the Cash in Robux low.
Hmm, it’s a roleplay game. I’m planning to add ways to get cash by, making arrest, fighting fires, pay checks every 20 minutes, etc. What prices you think I should do? I just hate when I have the responsibility of choosing since players could get angry at me. I wanted to hear feedback what other people think are good prices
Really, what you should base your cash on is how easy it is to get.
Let’s say it takes a user 30 minutes and a bunch of quests to get 1K cash, you would want to charge more than 50 Robux for it as it is worth more.
However, if users get 1K cash every minute, 50 Robux is a lot for that.
Personally, I like to do Robux purchase amounts(80, 400, 800, 1700, ETC). So if you want to stay with the rate of 20 cash per 1 Robux(1K cash = 50 Robux), I would sell 1.6K cash for 80 and so on.
It depends on how much your in-game cash is worth and how much you plan on selling.
Obviously scale your costs based on how much your cash is worth.
Probably make larger amounts a better deal.
If you don’t plan on selling a ton (aka it’s a small/short game without much content), you should probably make the conversion rate very over powered so players have a valid reason to purchase cash on a small/short game.