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KudosYouCanRead
#187915896Saturday, April 23, 2016 8:12 AM GMT

Old thread: https://forum.roblox.com/Forum/ShowPost.aspx?PostID=187782707 [This is the second draft of the thread. TL;DR is in the next post] So you've removed tickets... now that took guts. Yes tickets had a lot of problems. Yes tickets were causing inflation. Yes tickets were even hurting our economy slightly, even though many are sad to see them go. But without tickets we will be doing even worse than before. Or at least, without a good replacement that is. Now the ROBLOX staff may think that their plan for free gifts and community-made free items for the freemium players will be a good replacement for tickets. However, the problem is that they aren't replacing anything. Free items have actively been a part of the economy since at least 2011. We already have a gift system and a system of free items; and they're called events. Not to mention the late 1 ticket hats that were basically the equivalent of the current free hats and were periodically added every sponsorship. We may not need a second currency, but we definitely do not need a second gift system. Your gift system and free hats are not an economy and your business needs a virtual economy to function. What you have now is a currency that basically isn't circulating through half your playerbase, which means it's basically half-dead. It's like your economy had a stroke on one side of its body. What we truly need is one good currency, one that will circulate well and create a vibrant, breathing economy. I know, this creates the obvious problems: "This could inflate R$ and shut down ROBLOX!" "R$ will become worthless!" but it wouldn't have these problems if you did it right. As you may have guessed, I have a way that we can "do it right." Ticket removal is more than likely here to stay, so we better get used to it. But I have here its best replacement -- robux fission! Robux fission is essentially the splitting of R$ into a different variation of itself, essentially a sub-category of currency. Each type of R$ would have a different and finite use (i.e. specific purchases or category purchases like only for use in the catalog or group shops, or place shops, gamepasses, whatever). And at the center of our economy would be the current robuck, our Almighty robuck that would have infinite use, unlike its variations. What this allows for is secure circulation, which is the key to a good economy. Lets say that ROBLOX is only making enough real life profits from people purchasing R$ so they can use it to buy hats. If there is only one kind of R$ that can buy everything, it isn't safe to assist in circulating, because it would allow people to buy hats without buying R$, killing ROBLOX's profits. But if there is a different kind of R$ that cannot be used to spend on hats, but can buy other things, that would be a R$ that ROBLOX would feel comfortable putting into circulation, 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 is a lot of ways that this can be done, but allow me to impart my suggestion on how this should be handled: Kudos' Guide to Robux Fission (Mark II) _________________________________________ NOTE// This is all working alongside normal R$. {Also thank you everyone on the previous thread who contributed to this revamped system} In my vision for R$ fission, R$ variations would be community based. They would be created from the original R$ by developers and would form new developer economies with their boundaries. The system would have an inner complexity, but would relatively be simple on the outside. In that spirit I've divided my R$ fission system into two parts: the face and the shadow. ◔ The Face ◔ The goal of this system is to be as simple as possible, so here's how it would aesthetically look like. ◇ One Price: Every purchase on ROBLOX will passively be buyable with regular R$, signified by every item having a R$ icon next to its price respectively. However, items can be configured to accept one other type of R$. That would be the dominant price and the text color of the price would match that R$'s sprite icon color, which would be directly next to the price (the R$ icon would be next to the sprite icon). Items can only have one price. So for example, lets say there's a hat in the Catalog that costs 100R$, but it is also buyable with a R$ called Darkbux, which has a black R$ sprite. The item's price would have the R$ icon, then the black Darkbux sprite, and the text would be highlighted black, signifying that you could buy it for either 100R$ or 100 darkbux. ◇ R$ hoverview: You all know the R$ icon in the top right corner of the navbar (next to the settings icon), right? Well in this new system, that R$ icon would no longer have a price next to it. Instead, when you hover over it, a box will pop-up. That box is your R$ inventory. It basically separates every R$ variation you have (along with actual R$). Each R$ would have its sprite, and the amount that R$ that you have in the sprite's corner. The inventory slots would be big and easy to read, and the pop-up doesn't close until you move your cursor away from it. When you hover over a inventory slot it enlarges. There is also an infinite amount of inventory pages, if you fill one up it makes a new one, and if you empty one it will remove one. Clicking the R$ icon will still bring you to the Robux page. ◇ R$ shops: In the R$ hoverview, clicking a R$ variation will allow you to access its shop which is sort of like a mini-Catalog. Inside that shop is every item regardless or if it is a Catalog item or not that can be purchased with that R$. At the top of the shop there will be a box that displays the amount of that R$ you have. ◇ "Your R$...": When you hover over a price tag for any purchase, it will show you the amount of R$ you have and the amount of the R$ variation you have that specifically applies to it. If you don't have one of any of them, it will just show a zero or only the one that you have. ◇ Catalog filters: When you filter out R$, you can filter out R$ variations. It will list any ones that you have an amount of, but you can search for ones you do not have but want to filter to. These are the only surface changes to the website and system. Newbs that find themselves in this new system will have very little to understand and the interface will be very simple. ◕ The Shadow ◕ This is all of the inner workings and inner systems of my R$ fission system. While these do not need to be acknowledged by the people who only wish to use the system in its simplest form, the people behind the scenes will be using this other side of the R$ fission system. Here's how it works: ◇ R$ creators: Any account that has TBC or OBC (that includes ROBLOX) can create a new R$. Creating a new R$ costs at least one original R$. Basically a new R$ is treated as a new item (all R$ variations could be viewed in the library). When someone creates a R$, they get to name it (from Builderbux to Bloxsilver; names can be taken) and decide its sprite model at default, at 1,000+, at 10,000+, and at 100,000+ (what the dollar sprite looks like) and its color (which will affect the color of the sprite icon and text). This would be done in a normal creation page. After creating, it must go through moderation. The amount of R$ you use to make this new R$ is the amount of R$ you start with when you create it. Once added, it cannot be altered. It can only be destroyed (which means you'd stop being able to make it, but not that the R$ is recalled). To make more of this specific type of R$, you must put more money into it through its Library page (which is why if you delete it you cannot make anymore). Once you make a R$, you can make any of your creations accept it as payment when purchased. You can also award it through playing your places, badges, and other ways that ROBLOX would implement (some ideas could be quests, offers, contests, etc). If you lose your TBC or OBC, your created R$ works as normal, you just can't make more. ◇ R$ Library: This would be a subpage of the Robux page. It would monitor all of the created R$es, allow you to search for specific R$es and have a $ shop. 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. It is ordered by popularity but you can filter and searched. Your Develop page would also show you similar data for the R$es you've created. ◇ R$ return: When someone purchases something of yours, the profits always come back to you as regular old R$. A sales tax would siphon some of it to ROBLOX. ◇ Buying different R$ types with real money: People can buy your R$ directly (with the same format as buying normal R$) from its page. The money would go to you. A sales tax would siphon some of it to ROBLOX. ◇ R$ amalgamation: R$ amalgamation is an important process because it well essentially allow you to repurpose your R$ (similar to the Currency Exchange). However, R$ amalgists will almost be like a separate community, like Limited traders and collectors. Basically in your R$ page there is a section dedicated to amalgamation. Basically you can donate your R$ into that separate inventory, and it would separate into smaller versions of itself called buxlets. 10 buxlets of that type are made for each robuck donated. Buxlets serve as the fusion material. It takes 10 buxlets to make one new robuck and you can make any amount at a time, but it must be a multiple of 10 (use 10, 20, 100, 200, 1,000, etc at a time). The buxlets divided by 10 is the amount of new R$ that you get, and the largest ingredient is the type of those new R$ (so if I used 100 Darkbux buxlets and 200 Builderbux buxlets I would get 30 Builderbux). If there are multiple types of buxlets tied for the largest ingredient, they each have an equal chance of becoming the type. It is by far the most complex system in place, but it is an advanced system and very important for R$ to travel through economies (but there's a few ways it can). ◇ R$ management: ROBLOX will be able to manage and oversee the created R$ economies to any degree they please (raise and lower sales tax for example), 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. ◇ Prize inventory: Earned items have their own special inventory page that limits the amount of hats you can have at a time (you’d have to either sell them or trash the ones you don’t want to keep) but you can add pages for a cost of original R$. With this system in place, ROBLOX’s economy will be doing all of the things that the ROBLOX staff wants it to do with very little downsides. It will allow R$ to circulate freely because of the different variations having controllable use. It will also make item creation more competitive because the most attractive ones will gather the most users that can get them R$, which will motivate a lot of new creations of even better items and content. It will also provide incentives for people to play more to earn R$, and to buy more R$ either to have a chance to make a currency that will funnel even more of the R$ back to them. It will even make them more money, because now people have a chance to spend money to make even more R$, which will cause a pool to develop and a ripple effect of growth. After a period of increasing R$ purchases, every single player will have comfortable freedom without much consequence. And ROBLOX still gets to keep the power of their Almighty robuck. _________________________________________ 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 I hope you liked this thread. ⚠ Dear supporters, I thank you for supporting this idea, but I also have something to ask of you. I don’t really care whether or not this idea specifically 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 anything you can do to spread the word, like making a R$ fission thread of your own or helping the concept become more well known throughout S&I by linking this thread to others or mentioning it if there’s a thread regarding ticket removal. 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! Robuck: "As a dead meme on the internet once said... this isn't even my final form!" ====================================== If you have any questions about this thread or idea, I may have already answered them here at “Kudos’s R$ fission: Q&A” https://forum.roblox.com/Forum/ShowPost.aspx?PostID=187915875 If you still don’t understand or see the point of R$ fission and how exactly it affects the economy, you can check out my explanation here at “The Economy of Robux Fission” to get a better grasp of it. https://forum.roblox.com/Forum/ShowPost.aspx?PostID=187915851 Thank you S&I. ======================================
KudosYouCanRead
#187915912Saturday, April 23, 2016 8:12 AM GMT

--------------------------------------------------- TL;DR? In a nutshell R$ fission is the splitting of R$ into different variations of itself that have finite uses while the original R$ has infinite uses. It’s a technique that could give R$ secure circulation and strengthen the economy (and in my suggestion specifically even improve it!). I urge you to read the suggestion if this has intrigued you. --------------------------------------------------- Possible 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?
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#187915945Saturday, April 23, 2016 8:14 AM GMT

[rfa#hidefromsearch]
SuperHero12346
#187916019Saturday, April 23, 2016 8:19 AM GMT

Support. I'm up early lol.
ragemagick
#187916123Saturday, April 23, 2016 8:25 AM GMT

Lol I can't believe you guys beat me here from the old thread :P I just finished reading the OP. Support again + tracking this. I am now moving on to your "The Economy of R$ Fission" post because it looks pretty interesting. The first replier is right about the buxlets thing being about tickets, but if you read the whole thing you'd know it is necessary. And I see you addressed the complexity complaint in your Q&A. It was a good answer btw. Nice job m8.
ragemagick
#187916207Saturday, April 23, 2016 8:30 AM GMT

I just skimmed for changes. He just reworded a lot of stuff, but there was new things. What I'm really interested is the two posts he linked. I'm reading the economy one right now.
SuperHero12346
#187916219Saturday, April 23, 2016 8:31 AM GMT

@ragemagick Lol that's why I finished so fast.
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#187916417Saturday, April 23, 2016 8:43 AM GMT

[rfa#hidefromsearch]
imadognotahuman
#187916425Saturday, April 23, 2016 8:44 AM GMT

I'm usually up late. I just decided to forum. Finished all three posts in 7 minutes. I support once again. It's even better than before. @sonickyle It's detailed. Not complicated. You're both in different mindsets. He's thinking economically, and all of your solutions were individual.
imadognotahuman
#187916469Saturday, April 23, 2016 8:47 AM GMT

@sonic Well if you read The Economy of R$ fission one he stated his points pretty concisely. If you still don't see the point after reading it I don't think you will. Hey at least you read.
Riolu769
#187916679Saturday, April 23, 2016 8:59 AM GMT

After reading all of this stuff (it was a lot but I've read longer) I think I finally get it. And.... support! Very original and creative. But expect people to not like it because of its "complexity". I personally don't see how it's complicated. I mean I thought so at first because of the thought of 100 currencies being in effect at once, but then I realized this works like places: There would be some at the top. The rest would fizzle out at the bottom with a few hidden gems. There are millions of places, but we only worry about a select few. It would work like that basically. And your actual suggestion is pretty simple tbh. One price shows per item. You hover over an item you want to see how much you have and if you can buy it. Boom you're done. I kind of like the idea of R$ inventories, too, but that's just a personal preference. It's definitely more complex than tickets though, I'll give it that. Nice work though. I might actually stick around for this thread. I don't forum that often.
Ternous
#187917100Saturday, April 23, 2016 9:22 AM GMT

no support, stop crying NBCers
Spray_Paint
#187919093Saturday, April 23, 2016 11:16 AM GMT

I know I TL;DRd the TL;DR on the original thread, but I read it this time. I still don't support this. We both recognise that this is a complex system. Whilst it's interesting, it really isn't necessary. ROBLOX already stated that the removal of tix was to simplify the currency system for new users. Keeping things simple and easy for new users is important. This is just a renamed and even more complex replacement for tix. Can we stop with the desire to create more currencies for NBCers. We have free hats and clothing. That's fine for me. I'm happy with that. Everything people talk about shows how material all of you are. Everyone is focused on currency, but ROBLOX isn't about the money, it's about the games you play, things you build and the friends you make. Having a load of hats, gear, clothing and whatnot doesn't even make a difference. I've met some of the nicest newbies (who has no virtual items other than what was already on their character), and they've been the nicest and most down to earth people.
Spray_Paint
#187919132Saturday, April 23, 2016 11:18 AM GMT

Sure, having these extra virtual items is cool, but it doesn't take away from the experience too much if you don't.
deighton2003
Top 100 Poster
#187919211Saturday, April 23, 2016 11:21 AM GMT

no support
Donolan
#187924538Saturday, April 23, 2016 2:00 PM GMT

Bump.
hyperseed
#187926657Saturday, April 23, 2016 2:46 PM GMT

support all the way
NoobionOfficial
#187929059Saturday, April 23, 2016 3:27 PM GMT

tl;dr I wish tix would come back, but ROBLOX is not adding them back no matter WHAT. Maybe in a couple years they will completely restart tix and add them back, but no matter what you are anyone else in the community says, it will not change their mind. Dude chill, it is just a Social Experiment
SanoSauro
#187929395Saturday, April 23, 2016 3:33 PM GMT

they're trying to simplify roblox, remember?
ruin3Ds
#187948036Saturday, April 23, 2016 7:49 PM GMT

@Spray_Paint You may have read it this time, but I don't think you understand it. Because if you actually did you'd know this suggestion is more for the developers than it is for the NBCers. This system was made to protect the developers by stabilizing the economy so they have the creative control and chance of profit. The only difference is it requires the freemium players' participation. If you read "The Economy of Robux Fission" it explains this entirely. If you also understood, you'd realize that this is ALL one currency: Robux. Robux is just fissured into different variations. It's different variations of the same currency. Think of it this way; the US has 6 different dollars. But it is still one currency, isn't it? Yes the point of ROBLOX is to play games and build things, but like it or not it is about money as well. That's not even the point however. The point is that once ROBLOX allows developers to make their own items, they won't have full creative and price control (because ROBLOX's economy is so unstable that developer hats and ROBLOX hats would compete with each other and they'd have to interfere heavily to keep the balance) and there is literally next to NO incentive because the currency doesn't move enough for their to be a good chance of profit. The statement that you've met nice newbs in games isn't eve relevant. We're not worried about newbs here.
Lucario1236
#187948054Saturday, April 23, 2016 7:49 PM GMT

Support. Tracking this one, too. But I do have a suggestion: How about instead of R$ shops, you simply segregate the Catalog completely. Each currency has its own catalog of all the things that can be bought with it (the R$ shops), and nothing more. As long as they stay bound like that, it is actually very simple. People on here need to realize that: 1). Only the 1st part of this suggestion was the part that new players would be a part of, and the first part is literally two steps. They said they wanted it simple for new players. That is very, very simple. You literally just click the R$ in your inventory to go to its shop. DONE. One click, one price, DONE. How is that complicated? 2). The new robux system only SEEMS simple; I've read all three posts that OP made for this thread. In The Economy of Robux Fission he explains that it may seem simple now, but its instability will cause it to overcomplicate just like tickets had to. The whole reason they removed tickets was because of the sheer amount of maintenance and updates they had to make to make it work (price floor, raising exchange rates, ticket hats to get people to spend their tickets). If you read it you'll see the things leading to those problems, but the new robux system will have to be intervened with heavily as well. Free items and R$ items would be competing with each other, and maintaining balance is a hard thing. ROBLOX will have to stifle and change price ranges of developer items to high prices and with very little change in freemium to premium player ratios there won't be enough money for people to get their items bought that often. This system makes it impossibily complicated for developers, who in it ALREADY have no real incentive to make items because they'd only be bought if they were for free and a low price, and ROBLOX has to keep their R$ hats and free hats from turning on each other. It's VERY complicated. So complicated they'd have to make changes to it periodically. This does not require that level of complexity and conditions because it manages itself. Just ignore the people who say it's complicated Kudos. They just don't get it.
retrocats
#187948116Saturday, April 23, 2016 7:50 PM GMT

s u p p o r t
SuperHero12346
#187948250Saturday, April 23, 2016 7:52 PM GMT

WOWZA! You earn the currency passively by enjoying the game (unless you actually hunt for earning opportunities). You click the currency in your inventory. You can buy from its shop for simple prices. WOAH MAN SO COMPLICATED DUDE WTF!? Who made this Christopher Nolan?! .... Quick give me something else sarcastic to say! It's almost insulting how stupid you think people are, that they don't even now how to click twice.
Jascha
#187948445Saturday, April 23, 2016 7:54 PM GMT

I was putting this off for an hour, but I finally finished all three posts (in reality it took me like 6 minutes). Support and tracked! Even better than before.
Devid987654321
#187948974Saturday, April 23, 2016 8:02 PM GMT

darkbux? how old are you.That is the worst name I have ever heard even tixbux sounds better

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