If this is a duplicate request, please feel free to merge into said previous request. I did do a few searches before making this and found no such topics, but doesn’t mean I didn’t miss it.
As a Roblox developer, it is currently too hard to utilize Developer Subscriptions to their fullest potential when the Player is required to add a Credit Card and spend USD compared to the existing Robux currency they already possess.
If this issue is addressed, it would improve my development experience because it would reduce end-user friction by allowing them to use the existing Robux currency they already possess.
Reasons:
As I understand it, Roblox is most likely performing a slow move to phasing out Robux within the next 5-10 years and making Developer Subscriptions USD only is likely the start. I still insist in allowing Robux-based Subscriptions, even if USD is preferred.
I am more than willing to accept Roblox taking a 70% cut from a Robux-based Subscription model if it means reducing the end-user friction involved with the current implementation. I am aware the USD-only restriction is likely a move to satisify the open-letter Top-Earning Developers made a while ago, but my gut tells me even a lot of them would agree with this request in the mean time.
NOTE: The statement on Roblox moving away from Robux to USD as its primary currency is an educated guess, nothing more. It is based on my observations from watching Roblox change and grow since I joined in 2008. Please take this opinion with a grain of salt until Roblox confirms otherwise.
What happens if someone doesn’t top up on Robux to pay for a subscription though? Lots of players buy Robux in single lumps rather than (or in addition to) paying for Premium. I wouldn’t want this if it meant that subscription revenue was flaky. Part of the appeal of fiat based subscriptions is that there’s fewer intermediate conversions that the player has to initiate, which means they’re less likely to accidentally run dry of funds and fall through on subscriptions that they’re using.
From a parenting point of view, I also think it’s good that having a card requirement introduces friction, because I wouldn’t want my own kids to start racking up huge stacks of monthly subscriptions without oversight.
I would only support Robux subscriptions if there’s a design that is anywhere near as reliable as fiat, and which is more considerate of parenting concerns. Lower friction for recurring subscriptions easily gets into dangerous water.
I’d assume roblox will let the player know the subscription is about to renew and if they dont have the funds then it will just not renew (like a vip server)
That’s not the problem. The problem is that it’s easy for subscriptions to just lapse because people don’t get Robux on a subscription basis, they buy in lump sums.
It would be treated like every other service treats it:
You get a warning when the auto-renew fails.
After a specified grace period and notification attempts, the subscription is cancelled.
The above most likely already happens with the current implementation of Developer Subscriptions. I see where you are coming from regarding the “lump sum” angle, but I think the reduced friction from being forced to use a CC would cover those cases. Right now, per Roblox’s own statistics, it’s about a 10% increase of total revenue when compared to the existing monetization options. I can only wonder how much more said percentage could be if Players had the option to utilize Robux as well…
If Roblox fully migrates to USD as its primary currency, then that’s fair play. Until that decision is officially announced and a deadline is set, all new monetization methods should support the existing primary currency along with any other extra currencies.
EDIT:
An afterthought on posting this, you can say the same when it comes to traditional real world currencies:
Individuals receive a lump sum of traditional currency based on a defined schedule.
Once this currency is consumed, there will be nothing to take until their lump sum is replenished through whatever means.
Even if the Individual is using a Credit Card, they are still provided a “total lump sum” they can spend until the card is paid off.
The only differences between the two currencies are:
One is virtual, one is traditional.
One is the primary currency of this Platform, the other not.
You can only spend said currencies where allowed.
That’s it, there isn’t any other differences between the two.