Again let me make it clear, the only portion of our profit game developers deserve is the value of their promotion leading to more sales for the artists. We don’t owe you anything more than that, and that mindset is important. It’s my work, it’s my livelyhood, this job isn’t going to last forever, and I don’t exactly want you getting a portion of my potential profits because I feel bad for you. I pay taxes, and I’m friendly most of the time, that’s what I owe you.
We especially do not get any benefit from poor integration by small developers, we are loosing more in the money pool with small developers than we’d gain if we just recieved that money without the benefit of games driving sales. If we sell an item for 100 robux, and it sells 100 times on the web at our current tax rate we recieve 3000 robux. If we were being given the extra 40% (70% total) for our web sales that would amount to 7000 robux per 100 sales. Take those numbers, and at the current rate each game developer would to sell 133 in-game hats for every 100 web sales we get in order to give us back the value we would get from less sales at the same tax rate from the website. Seeing as I can move between 200-1000 hats a day right now, if a small developer was selling my whole catalog in their game they would have to sell between 266-1330 hats a day in order for me to get more value from their promotion than I would get if I just got the market-standard tax on my web sales. The UGC creator is doing the developer a bigger favour here than they’re doing us.
Now I’m fairly confident a big game might be able to match the web-sales rate in a profitable manner, which is fantastic, and if they’ve integrated it properly they’ve essentially generated bonus revenue for themselves while also driving up the item creators sales. The thing is we know that at a big scale UGC can drive between hundreds of thousands to tens of millions of robux revenue with a 70% tax. There is literally already so much incentive for large developers (the ones that actually benefit the creators margins) to implement UGC items into their games at almost any percentage. If only making an extra 100k on every roughly million we make (adjusted with the concept of lower in-game sales) isn’t enough for you, uh idk bro, I’m a dev, that’s just dumb. Also not to mention that it’s probably not fair that if you’re actually generating that many sales, which again is only reason why game developers getting that cut is actually of more benefit to us as a creator than fair taxes, you’re earning 140$ USD BONUS INCOME to our 105$ USD PRIMARY INCOME per 100,000 robux spent on OUR WORK.
Frankly even if you flip it to 40% to the creator, 30% to the developer the margins still don’t make a ton of sense. I’d swing for it just because it’s an improvement, but if roblox is trying to mantain the concept of at least 30% of robux to the void on every sale 50% base for creators (on all sales) and 20% to in-game sellers would be ideal for me.
To reiterate, we are losing more to drive in-game promotion than we would get if we just got the full pool without that promotion normally (with the exception being games driving massive sales) which is kind of a bad deal for us. The reason it probably is this way though is because roblox may be attempting to drive as many web features into games as possible (which would actually result in more in-game sales to all developers making the ratio kind of make less sense).This seems to be more about driving the marketplace to where Roblox wants it to be, and as a result accidentally-on-purpose helping large creators generate more revenue, than helping small developers or UGC creators grow.
is this suppose to be metaphorical or in a literal sense?
it’s free advertisement, no pay from the ugc creator whatsoever. both parties benefit from this.
That’s a good point actually, they’ve probably made that way because it would ruin roblox by community and economy if they raise the UGC tax to 40% and everything else 30%
I am kind of biased in this situation, I know. It’s still puzzling to me to why roblox did that…
who knows? maybe they’re foreshadowing a decrease to the tax?
It’s literal. I understand why you would pay the person advertising and selling your product, I just don’t think they should make more than the actual creator
As affiliate sales are now encouraged more than ever before, can there be any official clarification on how to make use of user-created assets (UGC) in places while respecting the Roblox Terms of Use & Roblox Community Rules or should one assume that developers can now make use of user-created assets (UGC) in their games as long as the UGC creator allows these items to be sold in all places?
Hello! A quick question, yesterday I received a commission but only received 10 percent of the Robux. When will you be changing the percentages? Just to let you know I was just the owner of the game and did not create any of the avatar items sold. Am I confused here or has this just not been changed yet.
Careful there, you’re treading in hot waters with the words you’re picking.
What people mainly seem to be complaining about is that they have no control over the margins, not the fact there is a margin at all (see the post you’re replying to). Evidently, some creators don’t enjoy the 40% margin over the 30% they earn themselves. This is a totally valid concern.
The 40% affiliate commission means that someone could just make a place with a purchasePrompt for an item they want, and basically get 40% off nearly any accessory in the catalog.
This seems kind of broken to me, and I’m not really sure how it would be fixed apart from moderating the users who exploited the system, or the commission not applying if the owner of the game bought an item in the game. Both could be easily circumvented by using alternate accounts.
I tried this on a few small items, and I sensed something was a bit wrong. Surely nobody will want to buy ROBUX if they earn a decent amount back? I think it’s cool and all, but I don’t want to buy more items doing this in risk of account termination. Hopefully we can get some clearance on this soon, since it’s becoming more and more widespread and people have no clue if they’re going to face consequences or not.
Also, the fact that various star creators are talking about this makes it seem fine to people, including me. I think it would be nice for ROBLOX to clarify if this is allowed or not.
This has always been possible and it has never been tended to. As long as the commission system has existed even at 10% people had done it. It would be unfair to moderate people over it, as it is way more of an oversight than an “exploit”. There are ways to prevent it to a degree, like disabling commissions towards yourself, but this could be worked around too. I’m going to assume such a minority of people do this that they don’t care for it.
Hello!
Has this feature been removed / have new restrictions been applied to it? I have just purchased a Roblox made accesssory within my game, but within the transactions tab (and under the commissions category) this isn’t reflected as purchases made a few days ago immediately were.
I thought there might be an update posted here, but I’m not seeing one. Thanks!