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ROBLOX Currency should work like stock markets (hear me out)
On days that ROBLOX gets a increasing amount of sales on stuff in the catalog, (not including free stuff) the value of robux should rise, because it's more wanted.
So for example currently 20 tickets = 1 robux
With my idea, on a increasing amount of sales on stuff in the catalog day it would look something like: 30 tickets = 2 robux meaning the user would profit with 10 tickets.
But on a bad day on ROBLOX with a lower then usual amount of sales in the catalog, if could look like: 30 tickets = 1 robux meaning the user wouldn't profit
But on a normal day of sales in the catalog, it would be 20 tickets = 1 robux.
I think this is a creative feature, that would encourage users to make smart-minded decisions with their cash.
Opinions? |
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ba_nksJoin Date: 2011-04-22 Post Count: 247 |
The normal should be 10 tickets to 1 robux. But ROBLOX has other ideas. |
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sonihiJoin Date: 2009-06-27 Post Count: 3655 |
When the rates is 15 TIX = 1 R$ Robux are worth less then when the rates are 30 TIX = 1 R$. Get that straight. |
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idk,but i think i need to support. |
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SulfoneJoin Date: 2010-08-19 Post Count: 8046 |
This already works sort of like this, except community-controlled. At sales, the demand for R$ often goes up and more tix is worth 1 R$ (for example 25:1), and then decreases after the sale. When a developer is exchanging tix to R$ for DevEx, there is a lot of tix being traded for R$, causing the rate to multiply and then quickly go back down (where some people panic because they think TC is breaking). There are lots of people profiting from the current system. |
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reepileJoin Date: 2012-04-16 Post Count: 1385 |
Already have
Not need
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@roblox,
They can profit the same if the rate was at 10:1. Why make 99% of the population rage at this, that makes no sense to do that.
I support this thread but something more can be done with addition with ROBLOX-advised currency exchange. |
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The way I was thinking of this, is sort of like trading currency with countries, in real life.
When a country makes a lot of money, for example; from tourism, it's money becomes more valuable, because it's more wanted, my idea is that, on ROBLOX when sales boost, like a country makeing alot of money, from tourism the ROBUX (or money) becomes more valuable, because it's more wanted all around.
:) |
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XenonLiJoin Date: 2009-08-19 Post Count: 5013 |
nerp
already good
except for isolated pockets of BC'ers that don't use TC |
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derp.
facepalm.
troll face.
-Best Wishes! |
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Don't bump proven wrong threads.
We already have a similar system. Users can submit offers at any rate and other users buy them with market order with the best rates going first. |
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i'm not interfereing with that system, i'm trying to make currency more realistic, for example:
on a good day of sales on roblox, the value of robux would rise, alongwith tickets
now my realistic point of view
when a country gets a great amount of money from ex: tourism, their money's value will rise because it's more required
these are two completely different scenarios |
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sonihiJoin Date: 2009-06-27 Post Count: 3655 |
You are interefing with the system. We the people put up the orders others buy them. Also The current system is realistic in that people put up orders and on good sales days there are already more market orders. Also with those flucuations everybody could just double their money in 2 days. |
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it'll interfere in 3 different ways,
the value of robux could boost meaning you'd have to be smart with how you use the market orders
you wouldn't always be able to double your money because if it's a bad day robux's value would decrease meaning if you put a trade that makes the robux valued at 20 tix you would lose 5 tickets if the value of the robux was 30 tix : 1 robux
this would allow users to be smart with the cash they earn, and wait for a good day to trade the currency
#commonsense |
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NotCalmJoin Date: 2011-12-28 Post Count: 5349 |
Or on bad days prices go up on good days prices go down so you earn more (More sales with lower prices) |
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sonihiJoin Date: 2009-06-27 Post Count: 3655 |
There is an easy way to double your money always with this system. You do a market order during the week and then one on the weekend. This would always work since the rates would always raise on weekends cause there are more people only then and therefore more people buying. Your system would just print money in one big swoop.
#commonsense |
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just because more people are on, on the weekends doesn't mean they're going to blow all their cash away on one day, then make enough the next week to do it over again, especially the way ROBLOX has increased all prices on ROBLOX to 100 tix or 10 robux for a shirt and pants, you'd have to mainly depend on BC's to get the value of robux boosting, because they get a robux paycheck every day
#commonsense |
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sonihiJoin Date: 2009-06-27 Post Count: 3655 |
More BC people are on on weekends so there will be more people buying stuff. It still doesn't mean all their cash but some people aren't allowed to play during the week. |
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"It still doesn't mean all their cash"
proving my point
meaning weekends will not always profit due to people waiting for the "good stuff" to come out i.e. limiteds
this idea is supposed to mainly benefit days like christmas, where sales on roblox skyrocket |
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sonihiJoin Date: 2009-06-27 Post Count: 3655 |
It is not proving your point cause on the weekend still more people would be spending their money. Also with this system the rates would be only 15-30 and with that knowledge and that their will always be bad sale days you just made a great money making machine. Also Roblox would probably never introduce this cause they would be giving out free money and just pouring it into circulation thereby making DevEx a clear threat to the company. |
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ZenviouxJoin Date: 2013-04-21 Post Count: 2630 |
support
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