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[TL;DR at the end]
So you've removed tickets... now that was pretty ballsy.
Tickets had a lot of problems, and they were hurting the economy slightly, yes, even if many are sad to see it go. But without tickets we will be doing even worse. Or that is, without a good replacement for tix.
Now I know you think your "gift system" or whatever hat awarding update you have in mind is a good replacement for tickets. But the problem is that your gift system isn't replacing tickets or anything for that matter. Because we already have a gift system; and it's called events (your gift system would basically be a rehash of the event gifts).
We may not need a second currency, but we definitely don't need a second gift system. What we need is one good currency, and a currency isn't good if it doesn't do its job of circulating throughout every person in its economy.
Yes, circulation creates the obvious problems: "People can get too much R$!" and "This will inflate R$ and shut down ROBLOX!" but it wouldn't have these problems if you do it right.
As you have guessed, I have a way that we can "do it right." Ticket removal is more than likely here to stay, but I am come to you today with its replacement-our best course of action. And that is of course--robux fission!
A currency is useless if it doesn't strengthen the economy. Your reservation of R$ as a pay-only currency will not strengthen the economy, it will more than likely weaken it. Trying to force people to pay for the currency will not actually make people buy your currency. Its incentives and bettering your product that make that happen. And having one currency may make things more "simple," but simplicity does not win over structure. A yin with no yang is much simpler than a yin yang ☯, but there is no balance. A seesaw is much simpler without the plank, but without it there is no structure and it falls over. An economy can be simple, but every economy has a simplest form, an atom that if went any further would destroy its function and render it useless.
Robux fission would essentially be the splitting of R$ into different sub currencies. Each type of R$ would have a different (and limited) function or purpose (like a type of R$ that is specifically for clothing purchases, or group based purchases, or can only be used in gamepasses, whatever). And at the heart of it all would be the current robuck, our current Almighty robuck.
What this allows for is secure circulation. Lets say you're only getting enough real life profits from people buying R$ to spend on hats. Well if you make a R$ that cannot be used to buy hats, but can be used elsewhere, that is a R$ that you would be comfortable allowing to circulate, no? Basically breaking down R$ into parts as well as keeping the whole is the key to a manageable economy, and a more manageable game in general.
Now there's a lot of ways that this could be done, but allow me to impart my suggestion on how this should be be handled:
Kudos' Guide to Robux Fission
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NOTE // This is all working alongside normal R$.
◇ R$ creators: The ROBLOX account would be the creator of the first subR$es. Since it is the creator of nearly everything in the catalog, that account will be able to implement its own subR$es that can be used to buy specific things that it owns. And of course it's subR$es will be the most powerful because ROBLOX controls the largest section of the ROBLOX economy. ROBLOX could make subR$es that are specifically used to buy hats (or a certain hat), or gears or body parts, etc.
However, anyone with a TBC membership or OBC membership (going off of ROBLOX's membership) can create their own subR$ (they'd have to go through moderation first). The creation process would most likely be under develop, and it costs the same amount of R$ as the amount of that subR$ you want to create and its uses would be configured as well as its name and choose from a default icon which would only be different in color (i.e. loleris would need 100R$ to make 100 lolibux, and he'd have to specify that it can only be used for his gamepasses or certain gamepasses he wants it to be, or clothes he's made, or his in-game purchases, etc).
New subR$es would be created and earned through many ways, one of the most prominent being places, either as rewards for badges or other achievements. The ROBLOX team would also have to implement a way for people to make ways for players to earn their subR$.
This is a really good way for developers to really control their own economies, and the currency would manage itself. If too much is made, then it would become inflated, and if too little is made, it won't circulate.
◇ The R$ Library: This would be a subpage of the R$ page that would monitor all of the created R$es, allow you to search for specific subR$es and see what items are buyable with that subR$. It would also show things like how much of it is in circulation (via a rarity setting of some kind) and see some of its statistics.
Your develop page would also show you similar data for the R$es you've created.
◇ Price configuring: Along with configuring created items to cost R$, you can also specify what types of R$ would be accepted (all for the same amount). You could also filter for Catalog items that cost a specific R$ (picking from the R$ Library).
◇ R$ splitting: R$ should be able to be split into decimals (it wouldn't be any more complex than 0.1, 0.2, etc). I know that this has been suggested a lot, but it'd be really useful in my specific R$ fission suggestion. This next bullet will reveal why:
◇ R$ fragments: People can award decimals of their type of R$. If you have ten fragments of R$, you can form a new R$ (the new R$'s type would be the type of its largest ingredient i.e. I can use 0.5 lolibux, 0.4 builderbux and 0.1 telabux to make a new R$, but the resulting R$ would be a lolibux because it was the largest ingredient. It would also be possible to fragment subR$es into decimals to make new subR$es (but not actual R$) from your R$ page.
◇ R$ hoverview: When you hover over the R$ icon in the top right corner of the navbar it will tell you how much R$ you have in a window as well as how many subR$es you have and the amount of each type you have. The actual amount of R$ shown next to the icon will be the total number of all R$es you have.
◇ R$ management: ROBLOX will be able to manage and oversee the subR$ economies to any degree they please, looking for possible problems and making it run as efficient as possible. If people begin to abuse it, then R$ can even ban or take a currency off the market.
With this ROBLOX's economy will be very controlled and very prosperous. With creatable hats, etc on the way soon developers and creators will be contributing even more to the ROBLOX economy. It only makes sense that they'd be able to create their own currency extending to the part of the economy they control. It also allows ROBLOXians to participate in the subeconomies more freely and comfortably and with the TBCers needing to pay for real R$ to add more of their subR$ into the economy, there is certainly buying incentive. And ROBLOX can keep their Almighty Robuck and continue to make it useful as ever as it will still be tender allowed for any item.
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And with that, R$ fission has made its debut.
Ticket removal was definitely heartbreaking, but with this replacing it maybe it could be a blessing in disguise. There isn't much doubt in my mind that this is a much more stable way to manage the economy, and keeps its simplicity (with an inner complexity).
I thank you for reading, fellow S&Ier, and hope you support.
But supporters, I also have something to ask of you:
I don't really care whether or not my idea gets implemented, but I do want R$ fission to become a trending topic and concept. If you like the idea of R$ fission replacing tickets instead of a new gift system, I would appreciate you making a R$ fission thread of your own or even helping the concept become more well known throughout S&I.
My thread alone will probably not reach them, but if R$ fission threads become a trend, there isn't a doubt in my mind that ROBLOX will notice. Let's make some waves, friends!
Happy blazit everybody ツ
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TL;DR #TheTixFix R$ fission, the splitting of R$ into different types, will give R$ the flexibility but also strength it needs to keep the economy flourishing. And if the economy is flourishing then so is ROBLOX. Basically a robuck could be created from different elements and the resulting robuck would have a type that would be able to be used as trade or tender for different things. The original robuck if achieved would still be able to buy anything that costs R$. With a robuck that can only buy a specific thing, it allows ROBLOX to have a network of manageable economies that still allow all players comfortable freedom.
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Discussion Points:
▼ Did you understand the idea? What parts of it did you or did you not understand?
▼ Is R$ fission the best solution for ROBLOX's economy? Why or why not?
▼ Are there any glaring problems with R$ fission? What are they?
▼ Do you like or dislike the idea of R$ fission? Why?
Robuck: "As a dead meme on the internet once said... this isn't even my final form!" |
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DonolanJoin Date: 2016-04-15 Post Count: 956 |
It's kinda confusing but I can get it a little bit. I am supporting because I know it's not gonna happen, the mods might read the forums but they don't implement anything. |
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This amazing thread stopped me in the middle of my munchies.
Super duper support to you!
Glad you spent your 4/20 foruming instead of blunted XD |
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So are you saying that certain amounts of your ROBUX should only be able to buy one certain thing?
That's like giving someone gift cards instead of hard cash. No one likes gift cards.
Not to mention, as BS as the "confusion" behind the TIX/ROBUX economy was, this economy would just be generally confusing overall.
No support. |
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@Superdestructo09
Actually it's more like certain kinds of R$ (and there would be countless kinds) are usable in certain kinds of economies with the boundaries set by that currency. Whether or not there is a subR$ that would be used for only one item is not set in stone, there are many possibilities; that's part of the point.
Tickets couldn't buy you anything you wanted, but that doesn't mean they were gift cards, does it? Think of it like that. Different types of subR$ would have different limits, but you're not limited to one type of R$ so in the end you still have access to everything. You just have to earn it. Don't make the mistake of thinking there would be one subR$ that could only buy one thing.
And this is working along with actual R$, not replacing it.
And even if someone makes a subR$ basically like gift cards, isn't that at least better than ROBLOX just giving out free items to everyone and everyone having the same hats? That's not even an economy, that's just gifting. Which is basically the same thing as a gift card. So even if you think this isn't a step up, it's not really a step down.
But it's fine if you don't support. Thanks for the bump.
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Support and tracked. Very smart idea.
"No one likes gift cards."
Dude wtf? People use cards for everything. That's what a credit card is, a game card is--everything. It's a way to exchange currencies. It may not be better than real money, but it allows structure and stability and allows new systems to form that make it more adaptable. The potency of the "gift card" depends on the system that it belongs to. That's what we need, not a dying currency and some stupid little consolation prizes.
He's basically saying that developers who will eventually create items and places, etc. up to the point where they can compete with ROBLOX in that area would be very good candidates for this system, as it essentially turns their item businesses into a subeconomy, with the subR$ its money. This would actually be a very good way to organize the ROBLOX economy once people begin creating R$ and offering their own currency could boost their product and traffic and not to mention feed real R$ and profit into ROBLOX.
Just like this update, it's dangerous to oversimplify things (like simplifying this to just a "gift card"). And I for one can agree that a few free hats every now and then won't make ROBLOX any more attractive (because there's still a problem of uniformity overtaking individuality).
I'll wait and see how this thread pans out.
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Sad_nessJoin Date: 2014-02-28 Post Count: 9328 |
tl;dr
one of the points of removing tix was to simplify it
and the discussion points make this sound like it was in a text book
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"one of the points of removing tix was to simplify it"
That argument was obvious bullsh*t.
This concept is actually pretty simple. The only reason it feels complex is because he described its whole implementation, which of course needs to be fleshed out.
Basically:
"Different kinds of robux. Different uses. Keep current robux. Same uses. Stable economy." |
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Btw I don't mean your argument is bull I'm saying that argument on the blog post was. |
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Sad_nessJoin Date: 2014-02-28 Post Count: 9328 |
from what little I read of this it's making currency needlessly more complicated by adding new sub currencies when there is absolutely nothing wrong with how it is currently
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@Super
This is more complex than just giving out free hats.
But just giving out free hats isn't really helpful is the point.
And it doesn't replace anything; there have always been free hats and 1 tix hats were pretty much free hats (you think if most of the playerbase had more than 0R$ that the hats would be free?)
It's obvious free hats are only there to hold you over until you feel like buying R$.
The problem is that this doesn't create a stimulating economy model that would allow more freedom and progression that makes an incentive for spending real money. If you just take a free hat every once in a while, you're not distinguishable from anyone, because you still can't get clothes and everyone would have the same hat as you. The only thing keeping you on is the games. That won't last forever either.
ROBLOX could be doing so much better if it allowed progression so people could feel like they could progress enough alone, and would keep them on long enough so that they would be more likely to eventually purchase something. And if you read the OP, you'd know that people have to spend R$ to make subR$ so as their little economies start to boom they'll be extremely encouraged to buy R$ to keep them going, and in turn their popularity. And as OP said, ROBLOX would still be able to hold the reins.
That's why this is good. Not because it's exactly simple. Sure the concept is pretty simple, but to actually be added you'd have to make it a bit more complicated.
Just ignore non-supporters. They're allowed to not support.
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@Sad
"from what little I read of this"
There's the problem. You probably don't know enough about the suggestion to identify its strengths.
Technically though it's still one currency: R$. It's just divided into different types.
The problem is that R$ currently is dead and only circulating in a handful of the playerbase. You think it's doing good because of free hats? We've had free hats since 2009. It doesn't balance it out because it was always a part of the system. The economy is not as stable without tickets because the economy is dead now because that was the only currency circulating. Soon free hats will be the main thing circulating through the economy, just like tickets were (or R$ made from tickets). Why?
Because a better product makes better profits. Not forcing your current playerbase. That stagnates profits. I guarantee you they haven't made a much wider margin of profit since this update. If they want more money, they have to make the product more attractive, because when you're enjoying a product fully is when want to pay more for it or pay for it for the first time.
Basically if they want more people buying their purchases they need a way to create a feeling of progression. Because its once they taste that feeling of happiness when they will want more. Its a common business practice.
Since the actual games on ROBLOX are separated from purchases, players can enjoy the games without having to pay for anything, which is why it doesn't matter how much you press them in the economy. This system would merge the economy with places enough for it to influence them, and allow manageable growth for them to want more. Which is why imo why I support this.
I'm basically just restating the OP, so it'd probably be better to read the rest. |
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@noobill
I agree with you, but I'm not trying to pressure the non-supporters.
If they told me they didn't want to discuss I would stop. |
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@Super
Also if they developers make good items that people want to buy and whatnot, their subR$ could actually bring players into their games. So in that sense it's worth the investment.
It's a good business practice, as it creates a good feedback loop.
Btw Kudos I kind of have a question:
Would all kinds of R$ be exhangeable through the DevEx?
Since it would be derived from normal R$ that is.
Also would the subR$ be destroyed once spent? |
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@noobillneverbe
Great questions.
R$ isn't actually destroyed I think. It just goes back to the owner of the purchase after the transaction (and of course sales tax).
I was also thinking that in my system of R$ fission, the R$ would come back to you as normal R$ that you could then turn back into subR$ for an infinite loop (of course some R$ would be destroyed each go).
As for the DevEx, I think I would leave that to R$, but since the subR$ would come back to the owners as R$ I would think it wouldn't matter. |
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This had me so intrigued I've actually read the whole thread up to this point.
I 100% support. This is a very good idea, but it requires understanding the business aspect of it (which you explained beautifully).
Skimmers and TL;DRers won't catch that part.
Of course this probably won't be added, and I don't think other people will follow your lead like you want, but still *clap clap* Good job thread |
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rend00Join Date: 2013-10-02 Post Count: 760 |
Support + tracked |
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ruin3DsJoin Date: 2013-10-20 Post Count: 1237 |
Support.
I can can see your vision and I'm definitely enjoying it:
Basically you're saying with now developers being able to develop their own hats and stuff coming soon, soon there will be developers with all kinds of created items; hats, places, clothes, game passes and places all to their name. So essentially they'll have their own economy of stuff as people will be using and buying their creations.
So if those developers could make their own currencies too and make them earnable on their terms they could get a lot of worthwhile business. So it would be a competition of currencies; the developers with the most stuff would have more of a demand for their currency and people would value it above others. Or if a community likes their creations they would be dedicated enough to spend a lot of time earning their currency so they can get their creations. It's like a cycle, and it'd be happening on a large scale.
I really like the sound of this. More power to the best developers, encouraging content and ways for up and comers to get a player base and inspiring people even more to play as they can progress through.
A few issues and questions though:
• It's unbalanced; way too much freedom and giving away. It'll probably outcompete R$ purchases for player preference. Maybe people can only have a page of inventory items dedicated to these earnable items at a time, so they'd have to let some go and circulate the items and be forced to buy R$ for a more premium experience to some extent.
• Can other accounts configure their prices to use other account's created currency? That might be a good way for expansion but also sabotage the currency to some extent (Maybe the currency creator can toggle whether or not other people are allowed to use their currency in pricing).
• What about allowing other accounts to make your currency? Would the creator still have ownership in this situation? Could they bestow rights to other accounts regarding this currency?
In the end though I think different systems having their own money system is a great idea. In fact, integrating it into games (instead of play money inside games there's real Sub R$ being made) could even be possible.
Very cool. But I will say having this many possible variations of R$ is pretty complex. |
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rend00Join Date: 2013-10-02 Post Count: 760 |
I like ruin's idea of limited inventory space for these items.
Maybe what can happen is that people can sell these items from their inventory for R$. That kind of encourages people searching for the best hats. And it was my understanding that developers could make limited hats and whatnot, so it might start a trend of prize hunting where people search all over ROBLOX for unknown developers with great but unknown prizes, then if they go limited they'd find someone to trade it to and since it could possibly be valuable they might even find someone willing to pay real R$.
I also have a question. Now I know trading and selling are BC privileges only, but that applies to regular R$ right? Could NBCers possibly sell things for a sub r$? |
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JaschaJoin Date: 2009-06-19 Post Count: 1447 |
So basically "R$ Fission" is the ability to turn R$ into a different currency with a finite possibility. Basically if very good developers who've created hats, places and clothes could do this to essentially turn their pool of creations into a functioning mini economy, but it would be your job to help it circulate or it would die?
I made a similar suggestion with tickets nearly a year back, so I get the allure.
I like this because it basically gives everyone an outlet to obtain whatever items they want (within reason) especially if they belong to certain people. And it kind of makes hunting for R$ a lot more fulfilling and cool, like if there's different robuxes that can buy different things you can be that one badass with the unknown currency that you use to buy tons of awesome items. Or the currency hunter who goes from place to place and group to group trying to earn as much as you can. As ROBLOX is a game with no limits, it makes sense that robux should be a currency with no limits.
I agree with the person who said limited inventory space for these items should be implemented. Because that then allows hats to circulate as much as the sub robux and it will keep people buying things with real R$. |
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JaschaJoin Date: 2009-06-19 Post Count: 1447 |
Btw I support.
I also think that people could buy more inventory space with original R$. |
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EnrxqJoin Date: 2012-11-30 Post Count: 666 |
Paragraphs fest 2k16 |
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"Now I know trading and selling are BC privileges only, but that applies to regular R$ right? Could NBCers possibly sell things for a sub r$?"
I doubt it because
1) ROBLOX wants to make as many incentives to buy BC as possible
2) He said that the original R$ could buy any sellable purchases, so you can't have something you can only buy with subR$ by that logic. |
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