I’m having an incredibly similar issue, I just slapped down 10k robux across a spectrum of different device, gender, and ages as a test on my newest game, and the CTR has been ABSYMAL.
Luckily, the R:V ratio on my game got up to 3:1, and I’ve recovered most of the robux lost, but still. How is this meant to be profitable or economically viable? I think it’s ridiculous how high the CPP is, 20 robux to get someone to play my game?
I do appreciate the hard work of the team responsible for making this update, as well as putting it back into the top sorts, but I think it needs just another slight nudge to make it more profitable. Thanks
Tell me about it. I just done a 6k Sponsor, and got a really bad return on players. Wish I never done it now, what a waste. Literally just thrown it down the drain. As we all know the sponsor system is for those who already hold the majority of wealth in Robux. Unless you’re rich, it’s not worth doing.
This is pretty terrible and so is their response time in fixing this issue, especially considering roblox is almost a FAANG company at this stage. That being said, it seems like this won’t be fixed anytime before mid January. Any ideas if the return through Ads is as bad as this? It might be best to think of alternative marketing solutions in the short term.
But what other alternative marketing solutions are there that are effective? Social media is I suppose, only if you have thousands of followers. Other than that, we’re not left with many other options.
Most of us rely on sponsoring or advertising our games directly through Roblox itself.
I have the same concerns as many of the people who have replied to this forum post.
I just spent 3,000 robux for a sponsor and my CTR is just atrocious.
I understand that it’s the holiday season and there’s little time to work on this update, but I strongly believe that it needs some adjusting otherwise it’ll be too difficult for developers to advertise their games through sponsors and still manage to make a profit. Thanks
Yeah, there’s literally no way to realistically profit with this current setup. Look, BarDowned’s CPP was 18.29, meaning he, on average, had to pay 18.29 robux PER person that decided to play his game. Compare that with the average game’s RV ratio, which is usually around 1-3, and you will start to notice a pattern. This means that, if his game was monetized as well as any of the top games on the site now, he’d still be losing 15 robux per person that plays his game. That’s quite awful, don’t you think? The current sponsor system is pushing smaller developers down and keeping them from properly marketing their games. Please fix this as soon as possible!
Just bought 11k Robux for £92 or whatever it was, usually costs me about 3 Robux per play with this new system but that sponsor run cost me 20 per play. Effectively I just spent £92 for 500 plays… really not pleased.
Those numbers are not exactly uncommon to see during the Christmas time. Almost every developer is sponsoring their game right now because the revenue is insane.
Still, that’s a crazy amount to have to spend to get some players on. I’d need to spend about £20,000 GBP to get 100k players on over a 24 hour period. I, and most others don’t have that kind of money laying about.
I do really like this new feature. But I do have a couple of improvements I’d like:
If I bid 10k a day for a sponsor, that runs for many days, if I cancel the sponsor will it continue running the day I cancel? Because otherwise you just lose 10k ROBUX? It isn’t clear, so I haven’t stopped sponsors yet/am waiting for the end of the day.
Cost per click should not be total ROBUX spent divided by number of clicks. This means you only get an accurate idea of cost at the end of the day. It should instead use amount of ROBUX spent so far in the day: (total ROBUX * (minutes run / 24 * 60) ) / clicks
We will be deprecating access to the old sponsored ads reporting starting this week.
If you still need this data, please visit the old sponsored reports ASAP to collect this data. Going forward, you will no longer be able to access reports from the old sponsored games system.
Yes, this isn’t attempting to “stereotype” genders. It is just looking at which gender will probably click more based on previous analytics / statistics on other games and media.
Once the IPO passes will your team possibly start looking into improving this situation? It doesn’t take an expert analyst to figure out this system has been made unfair and an unviable marketing solution.
Well, while we’re waiting (hopefully) for a response, do you guys have any ideas on how to mass market in the meantime? We’ve all heard time and again that youtubers are amazing at boosting but not everyone has that kind of connection. I’d love to push out my game, and I have the kind of cash to pump into it, but spending upwards of 3 robux per visit, to get MAYBE on avg 1 robux back, is ridiculous. Any ideas on what to do to mass market?