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Re: What's the ratio for Developer Products and Game Passes?

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kamac is not online. kamac
Joined: 05 Dec 2008
Total Posts: 153
11 May 2014 05:42 AM
Hey there.

I couldn't find any info on this, so I have to ask.

If somebody buys a game pass on one of our games, how much do we get from that? For example, he paid 10 robux. Do we get the whole 10 robux or only a percentage? Same goes for developer products.

I'd expect it to be somewhat like paid access percentage, but is that the same?

Cheers.
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kamac is not online. kamac
Joined: 05 Dec 2008
Total Posts: 153
11 May 2014 09:17 AM
Bump
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iBaconButty is not online. iBaconButty
Joined: 26 Oct 2008
Total Posts: 3353
11 May 2014 09:18 AM
non bc get 90% taxed away
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BOF is not online. BOF
Joined: 06 Jun 2008
Total Posts: 2955
11 May 2014 09:19 AM
10 robux = 1 robux.
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zak0tt4c is not online. zak0tt4c
Joined: 28 Jan 2012
Total Posts: 49
11 May 2014 09:33 AM
If you sell a game pass or something, you will get 1 robux.
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kamac is not online. kamac
Joined: 05 Dec 2008
Total Posts: 153
11 May 2014 09:55 AM
Does this apply to everybody, or just non-BC? Does BC get 7 robux out of 10?
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TechnicFool is not online. TechnicFool
Joined: 08 Feb 2014
Total Posts: 452
11 May 2014 09:55 AM
1-10 exactly.

-Techy
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kamac is not online. kamac
Joined: 05 Dec 2008
Total Posts: 153
11 May 2014 10:20 AM
I assume BC get's 70% instead of 10%.

This is still kinda hilarous of roblox. I understand that we kinda have to give something away so they can keep the servers up and all, but d'oh.

First of, people either pay 6$ a month for 450 robux (summed monthly), then let's say they spend that 450 robux on some cool game pass, and the seller has OBC. The seller gets 315 robux. 1000 robux = 1$, so 1 robux = 0.001$

So, when some user spends 6$ a month on some game, the seller can theoretically cash out 0.315$. That is not the best deal ever, even though roblox gives you audience, servers, support and all that, it most certainly is not a proper platform one could earn proper money from. (And you still would have to pay 20$ a month to cash out anything)

Another thing is that when you buy robux, 10k = 100$. When selling robux, 100k = 100$.

I understand that it's not that bad considering what roblox gives you, but still, it is something to be concerned about.
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younggoku900 is not online. younggoku900
Joined: 11 Apr 2012
Total Posts: 2547
11 May 2014 10:21 AM
1000 ROBUX = $10, I believe.
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kamac is not online. kamac
Joined: 05 Dec 2008
Total Posts: 153
11 May 2014 10:23 AM
I thought it was 100k robux = 100$ in DevEx, no?
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younggoku900 is not online. younggoku900
Joined: 11 Apr 2012
Total Posts: 2547
11 May 2014 11:21 AM
It was but I believe they changed it to 100K = $200 but don't quote me on that.
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ProjectNumberZero is not online. ProjectNumberZero
Joined: 14 Feb 2014
Total Posts: 651
11 May 2014 11:24 AM
youngoku is correct they changed it
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kamac is not online. kamac
Joined: 05 Dec 2008
Total Posts: 153
11 May 2014 03:23 PM
Well, that's better then. Still not incredible, but it's better.
Now $6 (paid by user) -> $0.63 (received by developer) in a month. $1 -> $0.105

Or, if the user buys robux instead of waiting for it to accumulate with his BC:
$5.6 (paid by non-BC user) -> $0.63 (received by developer) in few minutes. $1 -> $0.1125

And respectively:
$4.95 (paid by BC user) -> $0.63 (received by developer) in few minutes. $1 -> $0.127

So, roblox loses the most when a BC user buys robux to pay for in-game stuff. I suppose that it doesn't differ from when somebody goes with the first option, because essentially you're paying 6$ for 450 robux within a month + other BC benefits. You could guess that those 450 robux actually still cost you ~$4.95, because the rest ($1.05) probably is needed for roblox to keep it's stuff up and running and so on.

Anyway, in the best case $1 spent by user becomes $0.127 in developer's pocket, which means roblox takes 87.3% of your revenue. That's quite much considering that unreal engine and cryengine takes 5%, where both of those require you to pay $19 a month aswell (much like OBC on roblox). But then, roblox gives you servers (that aren't too efficient though) and an audience, but they also force you to pay 100 robux to submit your own sounds. I know, comparing AAA engines and roblox which is mostly a hobbyist tool/toy is hilarous, but if that tool/toy gives you much worse environment compared to AAA engines that were developed for long years (UE has been in development for 16 years. Roblox has been in development for ~8 years), then that is something to be concerned about.

Reassuming, I don't expect too much from roblox, considered that it is not a professional tool, but still, taking away 87.3% of it's users revenue seems pretty hilarous, whatever the circumstances.


Phew, that is quite a text I wrote here. Don't take me wrong, though. Roblox is still great in it's own way, but it taking away 87.3% is quite too much. I'd say 40% (maybe up to 50%, I don't know if keeping servers up doesn't cost them too much) would still be nearly fair.

Well, time will show how things develop with roblox.
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