roblox-economy

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Roblox Economy Design

Roblox 经济设计

Use this skill when designing currency systems, balancing rewards, creating trading systems, or diagnosing inflation in an existing game.
当你设计货币系统、平衡奖励、创建交易系统,或诊断现有游戏的通胀问题时,可以使用此技能。

Currency Types

货币类型

  • Soft Currency (e.g. "Gold"): Earned through gameplay. Primary transaction currency.
  • Premium Currency (e.g. "Gems"): Earned rarely or purchased with Robux. For premium items, boosts, skips.
  • Tokens (e.g. "Event Points"): Limited-time currency for event rewards. Expires or resets per event.
  • XP/Level: Not a currency but follows similar curve design.
Rule: never more than 3 currencies. Players can't track more than that.
  • 软货币(例如“金币”):通过游戏玩法获取,主要交易货币。
  • 硬货币(例如“宝石”):获取难度高或需用Robux购买,用于购买高级物品、增益道具、跳过等待等。
  • 代币(例如“活动点数”):限时货币,用于兑换活动奖励,每轮活动到期后失效或重置。
  • 经验值/等级:不属于货币,但遵循类似的曲线设计规则。
规则:货币类型不得超过3种,玩家无法追踪更多类型。

Faucets vs Sinks

产出与消耗

The economy must have BOTH, roughly balanced over time.
经济系统必须同时包含产出和消耗机制,且长期保持大致平衡。

Faucets (currency enters)

产出(货币流入)

  • Quest/mission rewards
  • Level-up bonuses
  • Daily login rewards
  • Enemy/NPC drops
  • PvP/minigame wins
  • Selling items (inventory → currency)
  • Achievement rewards
  • Rebirth/prestige bonuses
  • 任务/任务奖励
  • 升级奖励
  • 每日登录奖励
  • 敌人/NPC掉落
  • PvP/小游戏胜利
  • 出售物品(从背包转为货币)
  • 成就奖励
  • 转生/名望奖励

Sinks (currency leaves)

消耗(货币流出)

  • Item purchases
  • Upgrades (permanent improvements)
  • Repair/durability costs
  • Cosmetic purchases
  • Trading taxes (10-20%)
  • Revive/retry fees
  • Expiring consumables
  • Gacha/lootbox rolls
If faucets > sinks: inflation. Currency becomes worthless. Players hoard items instead. If sinks > faucets: deflation. New players can't afford anything. Retention drops.
  • 物品购买
  • 升级(永久提升)
  • 维修/耐久消耗
  • 外观购买
  • 交易税(10-20%)
  • 复活/重试费用
  • 到期消耗品
  • 扭蛋/宝箱抽取
若产出 > 消耗:通胀,货币贬值,玩家转而囤积物品。 若消耗 > 产出:通缩,新玩家无力购买任何物品,留存率下降。

Time-to-Earn Targets

赚取时长目标

For every major item, calculate expected earn time:
Item: Legendary Sword
Price: 10,000 Gold
Average gold/min (new player): 50/min → 200 min (3.3 hours)
Average gold/min (level 20): 150/min → 67 min (1.1 hours)
Target brackets:
Goal TypeTime to Earn
Early goals (first hour)5-15 minutes
Session goals30-60 minutes
Multi-session goals2-5 hours
Long-term goals10-50 hours
Prestige/completionist100+ hours
Critical rule: Players must feel meaningful progress every 30-60 seconds. If the next reward is 3 hours away with no intermediate feedback, they quit.
针对每个主要物品,计算预期赚取时长:
Item: Legendary Sword
Price: 10,000 Gold
Average gold/min (new player): 50/min → 200 min (3.3 hours)
Average gold/min (level 20): 150/min → 67 min (1.1 hours)
目标区间:
目标类型赚取时长
初期目标(首小时)5-15分钟
单局会话目标30-60分钟
多会话目标2-5小时
长期目标10-50小时
转生/全收集目标100+小时
关键规则:玩家必须每30-60秒感受到有意义的进度。如果下一个奖励需要3小时且没有中间反馈,玩家会放弃。

Inflation Control

通胀控制

Over time, currency supply grows faster than demand. Counter with:
  • Hard sinks: Premium upgrades that scale with progression
  • Variable pricing: Scale prices with player level or economy velocity
  • Seasonal resets: Event currencies that expire
  • Luxury goods: High-tier items that absorb large currency amounts
  • Trading taxes: 10-20% removed per transaction
  • Durability/repair: Ongoing costs for powerful items
  • Prestige/rebirth: Reset currency for permanent multipliers
随着时间推移,货币供应量增长速度会超过需求。可通过以下方式应对:
  • 硬性消耗:随进度升级的高级道具
  • 动态定价:根据玩家等级或经济流通速度调整价格
  • 季节性重置:活动货币到期失效
  • 奢侈品:吸收大量货币的高阶物品
  • 交易税:每笔交易扣除10-20%的货币
  • 耐久/维修:强力物品的持续消耗
  • 转生/名望:重置货币以获取永久倍率加成

Trading System Design

交易系统设计

Atomic Trade Pattern

原子交易模式

Trades MUST be atomic. Either both sides complete or neither does.
luau
-- Server-side trade execution
local function executeTrade(player1Data, player2Data, offer1, offer2): boolean
    -- Verify both players still have their offered items
    if not hasItems(player1Data, offer1) then return false end
    if not hasItems(player2Data, offer2) then return false end

    -- Execute atomically
    removeItems(player1Data, offer1)
    removeItems(player2Data, offer2)
    addItems(player1Data, offer2)
    addItems(player2Data, offer1)

    -- Apply tax (remove currency portion)
    local tax1 = math.floor(offer1.currency * 0.1)
    local tax2 = math.floor(offer2.currency * 0.1)
    player1Data.Gold -= tax1
    player2Data.Gold -= tax2

    return true
end
交易必须是原子性的,要么双方都完成交易,要么都不完成。
luau
-- Server-side trade execution
local function executeTrade(player1Data, player2Data, offer1, offer2): boolean
    -- Verify both players still have their offered items
    if not hasItems(player1Data, offer1) then return false end
    if not hasItems(player2Data, offer2) then return false end

    -- Execute atomically
    removeItems(player1Data, offer1)
    removeItems(player2Data, offer2)
    addItems(player1Data, offer2)
    addItems(player2Data, offer1)

    -- Apply tax (remove currency portion)
    local tax1 = math.floor(offer1.currency * 0.1)
    local tax2 = math.floor(offer2.currency * 0.1)
    player1Data.Gold -= tax1
    player2Data.Gold -= tax2

    return true
end

Anti-Scam Rules

防诈骗规则

  • Both players must confirm twice (propose → review → confirm)
  • Show exact items being traded with rarity/value indicators
  • Cooldown between trades (prevent rapid-fire scam attempts)
  • Log all trades server-side for rollback capability
  • Value warnings: "You are trading a Legendary item for a Common item. Are you sure?"
  • 双方必须确认两次(发起→审核→确认)
  • 显示交易物品的详细信息,包括稀有度/价值标识
  • 交易间隔冷却(防止快速诈骗尝试)
  • 服务器端记录所有交易,支持回滚
  • 价值警告:“你正在用一件传奇物品交换一件普通物品,确定吗?”

Monetization Integration

变现整合

Robux → Premium Currency

Robux 兑换硬货币

  • Never sell soft currency directly for Robux (causes instant inflation)
  • Sell premium currency that buys exclusive items OR time-skips
  • Time-skips should save time, not provide power (pay-to-skip, not pay-to-win)
  • 绝不直接用Robux售卖软货币(会导致瞬间通胀)
  • 售卖硬货币,用于购买专属物品或跳过等待时间
  • 跳过等待应节省时间,而非提供战力(付费跳过,而非付费变强)

GamePass Design

GamePass 设计

  • Permanent multipliers (2x Gold) are inflation accelerators. Cap them or scale prices.
  • Cosmetic-only passes have zero economy impact (safest)
  • Inventory expansion passes are good sinks (player pays for convenience)
  • 永久倍率(2倍金币)会加速通胀,需设置上限或调整价格
  • 仅外观类通行证对经济无影响(最安全)
  • 背包扩容通行证是优质消耗点(玩家为便利付费)

Battle Pass / Season Pass

战斗通行证/赛季通行证

  • Free track: enough rewards to feel progress
  • Premium track: cosmetics + currency + exclusive items
  • End-of-season: unconverted premium currency expires (sink)
  • 免费路线:提供足够奖励让玩家感受到进度
  • 付费路线:外观+货币+专属物品
  • 赛季结束:未兑换的硬货币失效(消耗点)

Economy Health Metrics

经济健康指标

Track these server-side:
luau
-- Log economy metrics per player session
AnalyticsService:LogEconomyEvent(player, {
    flowType = Enum.AnalyticsEconomyFlowType.Source, -- or Sink
    currencyType = "Gold",
    amount = amount,
    transactionType = "QuestReward", -- or "Purchase", "Trade", etc.
    itemSKU = itemId, -- what was bought/earned
})
Key ratios to monitor:
  • Earn rate by level: Are high-level players earning disproportionately?
  • Sink participation: What % of players use each sink?
  • Currency stockpile distribution: Are top 1% hoarding?
  • Time-to-first-purchase: How long before new players buy something?
  • Trade volume: Is the trading economy healthy or dead?
在服务器端追踪以下数据:
luau
-- Log economy metrics per player session
AnalyticsService:LogEconomyEvent(player, {
    flowType = Enum.AnalyticsEconomyFlowType.Source, -- or Sink
    currencyType = "Gold",
    amount = amount,
    transactionType = "QuestReward", -- or "Purchase", "Trade", etc.
    itemSKU = itemId, -- what was bought/earned
})
需监控的关键比率:
  • 各等级赚取速率:高等级玩家赚取是否不成比例?
  • 消耗参与率:有多少比例的玩家使用每种消耗机制?
  • 货币囤积分布:前1%的玩家是否囤积大量货币?
  • 首次购买时长:新玩家多久后进行首次购买?
  • 交易量:交易经济是否健康或已停滞?

Common Mistakes

常见错误

  • Infinite faucets, finite sinks: Eventually everyone has everything. Game dies.
  • Rewarding AFK: Players will AFK-farm any passive income. Gate rewards behind active play.
  • Linear scaling: If level 1 earns 10/min and level 100 earns 1000/min, prices must scale too or early content becomes free.
  • No early wins: If the first meaningful purchase is 2 hours away, new players leave in 10 minutes.
  • Tradeable premium currency: Creates real-money trading (RMT) markets. Usually bad.
  • No tax on trades: Currency circulates forever without leaving the economy.
  • 无限产出,有限消耗:最终所有人拥有一切,游戏死亡。
  • 奖励挂机:玩家会挂机刷任何被动收入,需将奖励与主动玩法绑定。
  • 线性缩放:如果1级每分钟赚10,100级每分钟赚1000,价格必须同步缩放,否则早期内容变得免费。
  • 无初期胜利:如果首次有意义的购买需要2小时,新玩家会在10分钟内离开。
  • 硬货币可交易:会催生真实货币交易(RMT)市场,通常有害。
  • 交易无税:货币永远在经济中流通,不会流出。