As not many people know, there was an update silently put in place where depending on the price of your UGC item the revenue share increases.
As someone that has been making UGC accessories and bundles for a few years now, I feel as though the way this was implemented was poorly managed and needs to be adjusted.
How does it currently work?
Fortunately this is documented which i will link here
However, If you don’t want to read everything here is an image from the documentation that demonstrates how it works
The more the item’s price the higher the revenue share, and in order to get 70% of the revenue share you must make the price TEN TIMES the price floor
The UGC economy doesn’t work well with this update
In order for an item to succeed it has to almost always be at the base price floor anyway in order to get sales. Check the best selling past day for example, you will see just about everything will be at the price floor. Catalog
Theoretically, if a creator were to suddenly set a price of an item on the front page to even 2 times the amount to get 50% instead of 30% it would make them lose most of their sales due to the item being more expensive than everything else to get.
If someone were to set something new onsale for that price its not going to even get picked up by the algorithm due to nobody buying the item in the first place.
In other words, any creator that were to try to push for a higher percent with this system will harm their item.
Only a minority of creators, mostly rule breakers benefit from this
You may be wondering, what do you mean this only benefits rule breakers??
UGC LIMITEDS…
Those people that make limiteds that are only domino crown, valk helms, dominus reskins? Yeah this actually benefits them instead and let me show you something really quick.
I have labeled each item recently created that is a limited and is NOT a free limited from an engagement farm game. I’ve labled each roblox limited reskin as “R” and each copyrighted content item as “C”
As you may know, roblox did do a purge on dominus items a few weeks ago terminating multiple users from DMCA’s. UGC limiteds are one of the only things that warrant raising the price of an item due to it being ‘limited’.
THIS WOULD MEAN, this dominus right here is getting 62% revenue instead of 30% and it’s getting sales because well, its a dominus this is exactly what this revenue share split benefits; ironically the types of items roblox is literally against??
WHAT should change?
Luckily I have several solutions that would help everyone all around, you are free to suggest other things as well however I’m going to share my suggestions
Making the revenue split just 50% all around as base price
While I understand making it 70% to creators would be amazing in an ideal world, I understand that is a massive cut towards roblox. I introduce a 50% split instead for both non-limiteds and limiteds. This would mean the revenue split would just generally be more fair,
Making the % Split system significantly more sensitive
May sound controversial but I feel as though if the system was more sensitive towards non-limited items it could benefit non-limited creators. For example if a hat’s price floor is 100 robux and someone were to set it to 110 robux, it could raise it to 50%.
While it would limit the amount of people that would buy the item due to it being a little more expensive, it’s not enough of a change where it would make just about everyone turn their nose over an item being a tiny bit more pricey than a similar item, it would encourage creators to raise their prices to get that 20% boost or even more if they were aiming for 70% revenue
Be free to give other suggestions
Due to this being a silent major change, I want to hear other peoples thoughts about this