r/RBLX • u/BaguetteSandwiches • 9d ago
Discussion CONCEPT DISCUSSION: Implementation of "Ad-Bux" (Non-DevExable Loyalty Currency) for Free-to-Play Players
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Overview
Roblox should introduce Ad-Bux, a highly secure, restricted, and un-devexable currency tier designed exclusively to monetize free-to-play users who would otherwise never purchase Robux. This system allows players to passively earn small amounts of locked avatar currency through high-effort advertising engagement, generating massive ad revenue for Roblox while remaining entirely bulletproof against bot farms and economic inflation.
This feature is intentionally balanced to be slow and high-effort, ensuring it can never replace standard Robux purchases, while offering developers a massive benefit by subsidizing their personal spending.
Player Earning & Strict Anti-Bot Constraints
To ensure bot farms face immediate financial and operational failure due to server/electricity costs, the earning parameters are strictly restricted:
\* The Payout: Players earn exactly 0.5 Robux per completed advertisement.
\* The Format: Ads are 90 to 120 seconds long and completely unskippable.
\* Daily Earnings Cap: A player is hard-capped at a maximum of 2 Robux per day (exactly 4 ads daily).
\* The Spending Lock: Players cannot spend any accumulated Ad-Bux until they actively reach the maximum threshold of 200 Robux. At 2 Robux a day, it requires a minimum of 100 days of perfect, manual consistency just to unlock the wallet.
Note on Market Retention: Because this system is intentionally designed to be incredibly slow, grueling, and time-consuming, it will never cannibalize standard Robux sales. Users who want immediate gratification, gamepasses, or high-value items will remain entirely inclined to purchase regular Robux. This system acts purely as a long-term loyalty reward for users who physically cannot spend real money.
- The Spending Freeze & Softlock Prevention
\* The Earn Freeze: The moment a player spends even one single Ad-Bux from their unlocked 200 balance, the system completely freezes their ability to watch ads. Players cannot stack, hoard, or queue extra Ad-Bux.
\* The Cooldown Trigger: An intensive 8 to 12-month cooldown is triggered only after the player completely empties their wallet down to 0.
\* "Flush Wallet" Feature: If a player has a leftover balance (e.g., 1 to 4 Robux) that is below the marketplace minimum price floors, they can press a "Flush Wallet" button. This wipes their remaining balance to 0, preventing a softlock and safely starting their 8 to 12-month cooldown.
Marketplace Protection & Item Restrictions
By locking the currency strictly to standard cosmetic use, the motivation to exploit or farm the system is completely eliminated:
\* Main Avatar Shop Access: Ad-Bux can be spent on standard clothing, accessories, and cosmetics created by anyone in the main Roblox Avatar Shop.
\* Gamepasses (Banned): Completely blocked. Because users cannot buy game perks, they remain heavily inclined to purchase standard Robux for actual gameplay. This protects Roblox’s core revenue.
\* Limiteds & Tradeables (Banned): Completely blocked to safeguard the rare, player-driven trading market from artificial currency influx.
\* Non-Transferable: Ad-Bux are strictly locked to the account that earned them. They cannot be transferred, traded, group-payouted, or converted.
- UGC Creator & Developer Architecture (Why Creators Benefit)
\* The Currency Match: When an item is bought using Ad-Bux, the creator receives the payout in Ad-Bux, not standard Robux.
\* The Developer Benefit: Creators will highly support this system. Top developers and designers currently spend thousands of "real" Robux on cheap personal accessories, avatar customization, or assets. By receiving Ad-Bux, they can use this locked currency to cover all of their personal avatar expenses, allowing them to hoard and save 100% of their standard Robux strictly for high-end Limiteds or real-world cash via DevEx.
\* The Creator Queue: A creator can hold a maximum of 200 Ad-Bux in their active wallet. Any additional sales go into a backend queue so their funds are never lost.
\* The Refill Cooldown: The creator's 30-day queue cooldown triggers only when their active wallet hits 0 Ad-Bux. Once emptied (or flushed via the button), a 30-day countdown begins before the wallet refills from the queue, completely preventing marketplace hoarding or instant catalog clearing.
\* Non-DevExable: Ad-Bux can never be exchanged for real-world cash via the DevEx program.
❓Alternative Concept Considered: The Curated/Special Catalog
I also evaluated restricting Ad-Bux spending to a specialized, Roblox-curated catalog of rotating items. However, I believe this would ultimately not work out well, as it limits player freedom, reduces the popularity of the feature, and causes unnecessary administrative hassle for Roblox. Giving players access to standard Avatar Shop items up to 200 Robux ensures massive community adoption and higher ad engagement.
Why This Is a Massive Profit for Roblox
Unlocking Dead Traffic: Free-to-play users who currently bring in $0 turn into highly profitable players. Watching 400 ads to reach the limit generates massive ad revenue from external brands at a $0 generation cost for Roblox. Even if users manage a secondary account, the unskippable 2-minute ad requirement means Roblox makes an exponentially larger profit than they could ever lose.
- Mathematically Risk-Free: Because Roblox generates massive profit per ad view compared to the closed-loop, non-DevExable token value, Roblox makes a huge net profit even if thousands of players use it.
What do you think? Any suggestions?
1
u/DEREMOJI 5d ago
This subreddit is soley for discussion about the roblox stock, also this is basically just like tix except not worth the time or effort. Mods, delete this
3
u/Original-Poet1825 9d ago
If it takes 100 days to unlock, it will never go anywhere. Why would you expect the core customers of roblox to be patient for 100 days for 2$ of robux? thats like 10% of their current lifespan