Board Thread:Game development/@comment-38509051-20190415232145/@comment-4794591-20190516185921

BundleofYoy wrote: It is not a bad update. It is simply misunderstood. Essentially, it allows developers to create an in-game event/championship in their game; if Roblox is contacted about it (and the game gets accepted into LiveOps), then the game will be put in a section on the front page for 24 hours (1 day). Players who play these games will earn an in-game reward (such as a good sum of currency or a decent in-game item). '''Roblox will not be making items for these games because there will be TOO MANY items for them to make for a bunch of games which will only be featured for a day. It is simply unrealistic.''' Think about it: 365 days x a bunch of games = the total number of catalog items Roblox would have to crank out at lightning speed. This would mean items that look very bad would be seen more often. I believe this is a logical reason to why they won't be providing items for developers to use. Also: 'you get to choose which game you want to get a reward from. Unlike the current monthly and yearly events, you are not forced to play a game you don't like for an item you may like.' Oh, and most of the games that are featured in events usually fall in obscurity after the event ends just because people want to get a free item from the game rather than play the game.

Not hard to hire a team of 7-14 modelers to make decent hats every day. A work schedule consisting of "make 1-6 meshes and textures based off of X game" would be easy and the ideas to base them off of are already there. Also, if the same games are featured (extremely likely) you can recycle the same hats to give newer players a chance at getting old hats. The most efficient way to do this would be to spread the workload and have a team of 10 where each one works on a single hat a day. Nobody would get burnt out; and all of their effort would go into that singular hat.

Another solution is allowing developers to submit their own items, which would be approved along with their game for Liveops. It would be easy to eyeball an item after combing through a game to see if it breaks any rules, and would be far more cost-effective for ROBLOX. This solution gives them no excuses, at this point they're just being lazy.

The majority of event hats look absolutely horrible even with prep time, so there's no real standard that anyone has to follow. Time isn't as much of a factor as what the actual hat is based off of and whether or not it is a good idea for a cosmetic item in general.

You aren't 'forced' to play certain games ever, 'rewards' are only reserved for that singular game so this is actually even more limiting than giving you cosmetics to use in every game.

It doesn't matter if a game 'falls into obscurity' after an event, since it still got much-needed attention, play-time and purchases. That's how advertising works in general, the big numbers don't matter as much as long-term growth; and showcasing your game to tens of thousands almost guarantees you'll have a slightly larger player pool by the end of it.

This entire thing is just a case of ROBLOX trying to maximize profits by being lazy and cutting integral features in hopes that those "silly kids" will be too preoccupied with the newest trend on the front-page. They have the budget to fix all of their mistakes, but they choose to go the anti-consumer route because the majority of their consumers have extremely low standards.

The only real downside to incorporating catalog items is that ROBLOX would have to spend a grain of their profits hiring a team relatively capable of making and texturing a few models each day. Or that extra half an hour a day a single person would have to spend looking at an item for a couple of minutes to see if it's obviously rule breaking or not.

Props to ROBLOX for letting developers have free advertising, but this harms the general community far more than that small benefit.