marcel878Join Date: 2013-03-18 Post Count: 3756 |
support on all execpt 2 things
first of all i do not like inventory limit and second i dont like the idea of new curruncy being made by TBC/OBC for 1 R$ if you do that there will be like 500000000000000 diffrent kinds of robux and NO ONE will be able to navigate all the curruncy but besides that support |
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ruin3DsJoin Date: 2013-10-20 Post Count: 1237 |
@Orbific
It is a single currency.
You don't say because the US dollar has a 1 dollar bill, a 5 dollar bill, a 10 dollar bill, a 20 dollar bill, a 50 dollar bill, and an 100 dollar bill that it has 6 currencies do you? Since you want to compare a virtual game economy to a real economy so bad (btw, virtual economies and real economies are different. Just thought you'd should know)
If you actually read the whole thing, you'd know that this system only has one click and one price. Wtf is so complicated about that?
Just because he explained the parts that aren't for new users you think his whole suggestion is like a Christopher Nolan movie. Ahem, we have DevEx, we have trading and RAP, we have sales taxes, we have THREE different BCs, we have all of this nonsense that isn't simple at all by your logic. We also have to have HEAVY maintenance and moderation just to make the new systems work.
We have all these things, too, that aren't supposed to be for new users, but make the economy complicated. It's the same thing! The more complicated parts of his suggestion aren't for new users. The parts that are for new users and the people who desire a simple system are the one click. And this is a system that would fix the economy and self-manage itself, so there isn't even a need for added complexities to fix problems and heavy maintenance and moderation on items that threaten to unbalance the economy. Because this economy wouldn't be unbalanced.
Sorry if I sound irritated, but I am, because people just don't get it.... probably cause they TL;DR. |
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JaschaJoin Date: 2009-06-19 Post Count: 1447 |
@marcel
He's not really limiting the inventory. He's limiting your inventory on created R$ items to balance them. But yeah, I get it, bro.
Yeah there could be 999999999999999999999999 R$es but most of them would fizzle out like places, so you'd have to actively search to find about 999999999999999999999991 of those. |
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I personally find it funny that people think there's going to be all these different currencies, when in the end it's still just R$, just different variations.
Not to mention it's all a matter of presentation: What if instead of different types of R$, R$ fissured into different sprite items, like artifacts, like knick knacks or whatever else comes to mind? Then instead of hunting to collect different R$es, you're hunting to collect different sprite items? It's still the exact same thing, but presented differently.
It's not complicated. And it's still one currency. Non-supporters are just finding reasons to condemn it because they don't like it (or are maybe jealous). Ignore them. |
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@marcel878
That's a good point.
However I think that all newly created currency will go through Moderation before being released to the public. "After creating, it must go through moderation"
(Which my source is under the point "R$ creators")
So hopefully there will be some sense in currencies being made. |
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Sad_nessJoin Date: 2014-02-28 Post Count: 9328 |
this is 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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"more complicated"
What's so complicated about one click, one price, one currency at a time?
"when there is absolutely nothing wrong with how it is currently"
Did you read The Economy of Robux Fission? The whole reason this was suggested is because the economy updates to come this year will cause problems.
There is no problems right now because there is no currency for freemium players, and they haven't finished implementing what they said they were going to.
No one reads.... |
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the fact that you insult anybody who doesn't like it doesn't even make me want to support this in the first place
#code if math.sin() or math.cos() then print('I hate trigonometry!!') |
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zadfadJoin Date: 2011-04-28 Post Count: 7953 |
I want to support, but, I'll give you my 85% Support. |
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@HalfPinky
What exactly do you call insulting?
I don't remember anyone name-calling. Sure people've responded with disagreement, but have they ever actually insulted or PA'd anyone?
Plus some non-supporters have done things to. |
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Riolu769Join Date: 2008-10-03 Post Count: 23 |
I think what people sort of fail to notice about this is the suggestion is that everything sort of feeds back into each other.
Think about it:
There's a finite amount of R$, right?
Created R$ is R$ made from original R$. That means that there can only be an amount of different robuxes as there is R$ in the economy. Which also means that 99% of them won't become or stay a viable currency. Which means that even if there are tons of different R$es, only a select few will become important (just like how places work).
But there would be a few gem economies of items that you could find and participate in to get rarer developer items. I feel like it really works out. |
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I agree with HalfPinky.
I don't want everybody hassling everyone's opinions. People have permission to dislike a thread, and I don't need my idea to be liked by everyone.
Yes, I find it slightly annoying that the same argument comes up again and again, but people are entitled to their own opinions. I don't want people trying to change everyone's opinions, because it makes me feel like you can't stand the idea of someone not liking this thread.
Please guys. Just leave the non-supporters alone and agree to disagree. Who cares? It's just a suggestion. |
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"the fact that you insult anybody who doesn't like it doesn't even make me want to support this in the first place"
@Half You've obviously nothing productive to say if you'd rather base your opinions on the people on the thread rather than the concept itself.
Please go. |
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@Kudos
Wow. You're totally right.
When you put it that way I feel like a total jerk.
I'm gonna stop trying to disagree with non-supporters now. |
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bosstropJoin Date: 2013-02-09 Post Count: 53 |
It took some doing, but I've read everything.
And after considering it all... I support.
It's a very good idea, and sure it seems complex, but after understanding the nuances of your "robux fission" system, I see it's actually quite simple, almost as simple as what we have now.
I'm tracking this btw. |
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JaschaJoin Date: 2009-06-19 Post Count: 1447 |
@Kudos
Lol thread trackers amirite? |
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@spray fine then, i'll base it on the concepts of the thread. this could get a bit long, though.
"R$ creators: Any account that has TBC or OBC (that includes ROBLOX) can create a new R$."'
so even after the 10 or so robux variations added in by default, a bunch of TBC or OBC people can create a new robux type? i don't think you see how flawed that systen could be. for example, somebody could perhaps make a game where only the robux type THEY created could be used to buy gamepasses. then, people will buy their robux (giving them money) and then people will buy their gamepasses (giving them even more money).
"Creating a new R$ 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)."
so it costs an original robux (i believe this must be the rarest) to create a new robux that people might not even see? what is this logic?
"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.
those names are really cheesy.
anyway, i don't think moderation would be much help. have you seen the moderation now?
also, lets say you use 1 robux to make this.
you get 1 custom robux with a name that is super cool which gets taken.
really rich people can abuse that.
"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$, you must put more money into it through its Library page (which is why if you delete it you cannot make anymore)."
wait, so what if you make an accidental typo, but people like to buy your custom robux? does that mean that you have to make a completely new one, stop making the old one, and just hope and pray that somebody finds the new one?
also, if you have to put in money to make money, this could really mess up. so if you want 1 custom robux, you have to put in your one and only original robux? nobody will have any money to get more custom robux OR make more, and people will literally be eating out of a rich persons hand. basically, the economy will terribly collapse.
and that is why i don't support.
#code if math.sin() or math.cos() then print('I hate trigonometry!!') |
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JaschaJoin Date: 2009-06-19 Post Count: 1447 |
@HalfPinky
Hmmm... intriguing. Do you mind if I give my two cents?
"so even after the 10 or so robux variations added in by default, a bunch of TBC or OBC people can create a new robux type? i don't think you see how flawed that systen could be. for example, somebody could perhaps make a game where only the robux type THEY created could be used to buy gamepasses. then, people will buy their robux (giving them money) and then people will buy their gamepasses (giving them even more money)."
Remember that everything is still buyable with original R$. And btw that isn't really a flaw. That is just the same as it is now. And if they make their R$ cost a currency they made and not put it out there, it kind of doesn't encourage any more traffic and publicity, which would not benefit them.
"so it costs an original robux (i believe this must be the rarest) to create a new robux that people might not even see? what is this logic?"
According to "The Economy of Robux Fission" the logic is that if you are a successful developer who has developed places and items that people want, your currency would be very strong and attractive as it is a way for everyone to get these things.
"those names are really cheesy.
anyway, i don't think moderation would be much help. have you seen the moderation now?
also, lets say you use 1 robux to make this.
you get 1 custom robux with a name that is super cool which gets taken.
really rich people can abuse that."
Lol they are cheesy, but I think that was intentional. Robux is a pretty cheesy name imo, but we've gotten used to it.
That really depends on how the moderation is done. There's a lot of ways you can do this: Once a currency becomes dead the name becomes available, or every account can make one currency, etc.
Do you also remember that people could potentially produce a currency made by someone else? There's a lot of scenarios.
"wait, so what if you make an accidental typo, but people like to buy your custom robux? does that mean that you have to make a completely new one, stop making the old one, and just hope and pray that somebody finds the new one?"
I don't think the OP should be held responsible for every hiccup. People would find out about your currency based on how it's used, so if it appears at the same place, they wouldn't have to "find" it.
Also that is a pretty good point, though. Maybe you can have an update version system like in places?
"also, if you have to put in money to make money, this could really mess up. so if you want 1 custom robux, you have to put in your one and only original robux? nobody will have any money to get more custom robux OR make more, and people will literally be eating out of a rich persons hand. basically, the economy will terribly collapse."
Very big leap. The economy will collapse because people have to buy R$ to put more R$ into the system? That's the exact same thing as saying the current system will collapse, because they work the exact same way.
It's supposed to be what businessmen call a "positive feedback loop." As an example I will use my scenario on Page 2:
"Here let me give an example:
I'm a player who has developed many great items. I have made 20 highly wanted hats and gears, I have a very good place with advanced script, and I want to use my creations to make more R$. So I use 1,000R$ to make a new R$ which I name Jasbux.
I make a script that awards a Jasbux for every day spent at the top of my leaderboard and put the award pool at 500 Jasbux. I then make a quest for my place that requests people to find all of the secret items first for a R$ prize of the other 500 Jasbux. Jasbux can buy any item that I've made, and I set my items at like max 100R$.
Because my items are really badass, people have an incentive to play my game to get my bux. So my place gets tons and tons of extra traffic. And let's say that I have like 5 winners of my Jasbux and they all buy items of mine. That R$ goes back to me and I can continue to put it back so I can get even more constant traffic, and I'm getting popularity while doing so.
And let's also say people want my items so bad now that they're on sale they're buying R$ to buy my cool items and repurposing other R$es they've earned into Jasbux so they can buy the item of mine they want. Basically what this does is now I'm getting R$ back that I didn't put into circulation but someone else did so now I have more traffic, popularity, and more items. So now I can put more Jasbux in and the cycle continues.
Compare this to me as a developer having to make hats to try and get a profit, but since I'm relatively undiscovered it would take me ages to find someone who can buy my hat. And since there's no positive feedback loop that creates more R$, R$ is definitely going to be unevenly distributed, so the other developers will make all the money while I make nothing. And if I sell mine for free, I basically get no profit, but if my hat is too good it might take profits from normal ROBLOX hats.
Or let's say I make a really cool looking hat and want to sell it for 20R$ so I can actually get some profit. ROBLOX is like "Uh oh. This hat might threaten our other hat sales." and forces me to make the price so high it won't get buys. Or I begin making too many free hats that ROBLOX likes so they're R$ sales are lowering because players are fine with just the hats I make. Not only am I not getting traffic or money (and neither is ROBLOX), but now ROBLOX takes down or makes me stop selling my hats because they're threatening business. There's too much chance and margin of error.
With me making my own currency so people contribute something to me before I award them anything, I'm actually getting something. And if I become really popular, it's possible I can get even more R$ than I started with, which I could Dev exchange and then use to buy more R$ so I can make more profit. R$ fission is the superior business cycle."
Idk man. I think you're trying a little too hard to not support this, or find concrete reasons not to.
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windfluteJoin Date: 2013-09-08 Post Count: 219 |
@Jascha
That makes a lot of sense, but I've also noticed that the system for earning R$ was only touched on vaguely.
How would it work exactly?
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@windflute
I did that purposefully.
I wanted to let you know that the earning system wasn't set in stone, but if I had to describe it, it would be like this:
Basically I was thinking just like how created R$es are library items, quests/tasks/whatever you want to call them would be, too. Basically when you create one, you can configure its name, description, and ROBLOX would even have templates possibly for the ones that might not be completed in-game, like lets say for group stores or other places in the website (what if someone made a forum currency?).
They would work like models. If you wanted to put them in-game, you could create its script (if you didn't want to use the template) in ROBLOX Studio and then publish it.
Once it is created, you can use it until you decide to delete it from the Library, and edit it as you please. You can add these quests/tasks to your places, groups, profile, etc (you wouldn't be limited). They would be easily recognizable and if some place, profile, etc has a quest a quest icon would show on all shortcuts to it and if you hover over it you'd get a list of all ones currently attached.
Adding these requires you to have one already created. And you have to put a reward in from your pool (the reward can only be a created R$). Basically depending on the quest/task, it could disappear about the first person or first ten people complete it, or every time someone completes it they take a created R$ from the quest pool. Once the reward pool is gone, the quest disappears (but you could still add it again if you have the library item still).
That's personally how I would do it, but I don't want it to be set in stone. I feel like it makes sense to do it that way, though. |
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windfluteJoin Date: 2013-09-08 Post Count: 219 |
@Kudos
Very interesting. I like that system.
But would you be able to make them publicly usable like models, too? Or even sell them like models will soon be able to as well? I can see there being a library of take-able quests just like there is a library of take-able models. Of course they wouldn't be exactly the same though, because you don't put them in using ROBLOX Studio (although you can create some in ROBLOX Studio from what I've gathered) but attach them to pages.
But considering your uncertainty in clearly defining it, would this be the official earning system? |
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@windflute
Ya that sounds cool. We could do it like that.
But I don't want to clearly define whether or not I'm clearly defining this. Lol. |
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DonolanJoin Date: 2016-04-15 Post Count: 956 |
BUMPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP |
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After reading through this thread again I've begun to notice that people think this thread is about complaining and NBC rights. That couldn't be further from the truth.
This thread is actually about making ROBLOX's economy work at its maximum potential.
Things are actually going to get pretty good for players, pretty bad for developers and ROBLOX's profits are going to stagnate and reach a glass ceiling in the direction it's heading:
- Allowing a developer hat market the chance to outperform ROBLOX's economy (which it will; trust me people are going to make the most badass hats they can).
- Making developers making things free the only way to cater to half the playerbase, so no doubt there will be a large pool of free developer hats (they won't have much choice).
- Just giving away free stuff makes people feel less of a need to buy premium things.
- The product and the actual economy is way too separated, and all player progression is incubated. When progression is incubated, it doesn't carry over and neither do the incentives that were inside it.
ROBLOX's new business model entirely relies on seeing a large increase in R$ purchases, but the way they're doing it makes it less than likely to happen. That's the reason this was suggested, not "gimme me robux! gimme roights!11!1!11! NOW!!1!1!1!!"
I just wanted to point that out for future reference.
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Wow I can't believe how late I am to the party (I was on the last thread though lol).
Support! I'm tracking this one now, too! |
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