Remove the Roblox Trade Hold (2024).

The issue

The trade hold must be removed - for the community, maximised generation of revenue for Roblox, and growth of the player count.

READ BELOW FOR CONTEXT:

Alternative solutions presented at bottom.

The Undisputed Impact of the Trade Hold

What is it? the trade hold was implemented in July of 2023 as a restrictive measure that prevents a traded item/s from being traded again for two days after the initial trade. The feature was designed to reduce the number of accounts being compromised.

The impact of Roblox's trade hold is an issue of immediate concern to the diminishing number of members in the trading community. What was designed as a protective measure to counter-act account stealing "beaming" is largely ineffective in its design, and has resulted in many players quitting trading due to the inherent shifts in focus in the community since this change and the extreme and often unreasonable difficulty presented to new players who want to start trading due to this feature.

Roblox's implementation of this system has resulted in less and less players beginning trading, and more and more players leaving. This reduces the overall revenue gain of Roblox (due to the subscriptive nature of premium) and has also reduced player satisfaction in many. There is no objective benefit to this system, and all it attempts to achieve is outweighed greatly by many detrimental issues, and I will explain why - 

New Players - They can't start trading.

This hurts Roblox.

Where it stands, the trade hold does not allow new players a chance to participate in the community.

Imagine this: A player purchases premium, and decides to purchase a limited item. They must first wait 7 days to begin trading it, a long and tedious wait that is already grounds for many to effectively quit before even starting.

When trading small items (100< robux), a new player must wait two days before trading again. Due to the rapid sales of items this small, it is effectively impossible to trade due to the subtle fluctuations that make gaining value at this RAP range impossible. Trading a single limited item every two days results in only 15 possible trades per month at the very most. This is an inconceivably restrictive number that is illogical, and doesn't make any sense. Due to this, it is highly unlikely for any new player to continue trading after this realisation, and as a result highly unlikely for a new player to continue purchasing premium due to this feature, something that should be of great concern to the Roblox team.

This extends beyond new players. Even long-time players with great amounts of value are likely to feel as though their continual purchasing of premium is not worthwhile as their ability to make value is restricted. Every player aware of the hold period is discontent, and is unlikely to suggest one starts trading due to how restrictive the hold period is.

What was the Initial Purpose of the Trade Hold? Why Does it Fail?

The initial purpose of the trade hold was to reduce the number of accounts being compromised, a significant issue at the time and allow Roblox moderators an easier time in "rolling back" stolen items to compromised players effectively. Despite the trade hold, compromising of accounts is still a very relevant issue and account stealers have found several ways to avoid this issue, such as purposefully terminating an account that is compromised to prevent the owner from receiving their limiteds back. This proves that the trade hold is easily avoidable, and serves a great detriment to Roblox as opposed to the solution they initially imagined it to be.

Why bring this up now? Are there other solutions to account compromising?

Yes - there are several alternatives that would benefit the community while also reducing the amount of accounts compromised, likely to a greater extent than the current, heavily scrutinised holding system. I will outline several below:

ALTERNATIVE SOLUTIONS:

  • Make the two day hold applicable to items over a specific value, such as 100k. This means new players are able to trade freely with low RAP items, as well as people with more value. As trades completed above 100k are unlikely to come as frequently as smaller trades anyway, a 2 day hold period is justified and can prevent the theft of expensive items while allowing cheaper items to be exchanged without restriction.
  • Make the hold period a toggleable feature available in account security. This gives people the option to enable it should they so wish if they want to.
  • Set a hold limit of 10 - 15 minutes that alerts the user when a trade has been completed, and allows a dispute to be filed directly if they did not complete the trade themselves (with a limit of 1, as is already existing in the current rollback system).

However, there is a simpler solution that transcends all these and renders the trade hold's concept obsolete:

Require a user to input a pin/their password when sending, countering, accepting a trade or selling an item when they are detected using a different device.

It seems this has already been implemented to some extent, as Roblox requires you to occasionally enter an authentication code when sending a trade or selling an item, but this must be fully realised and completely replace the holding system, as it is much more effective and player-friendly.

We must make a change now - sign this petition, and let's wish for a fun Roblox trading experience again.

- Ant

 

 

15

The issue

The trade hold must be removed - for the community, maximised generation of revenue for Roblox, and growth of the player count.

READ BELOW FOR CONTEXT:

Alternative solutions presented at bottom.

The Undisputed Impact of the Trade Hold

What is it? the trade hold was implemented in July of 2023 as a restrictive measure that prevents a traded item/s from being traded again for two days after the initial trade. The feature was designed to reduce the number of accounts being compromised.

The impact of Roblox's trade hold is an issue of immediate concern to the diminishing number of members in the trading community. What was designed as a protective measure to counter-act account stealing "beaming" is largely ineffective in its design, and has resulted in many players quitting trading due to the inherent shifts in focus in the community since this change and the extreme and often unreasonable difficulty presented to new players who want to start trading due to this feature.

Roblox's implementation of this system has resulted in less and less players beginning trading, and more and more players leaving. This reduces the overall revenue gain of Roblox (due to the subscriptive nature of premium) and has also reduced player satisfaction in many. There is no objective benefit to this system, and all it attempts to achieve is outweighed greatly by many detrimental issues, and I will explain why - 

New Players - They can't start trading.

This hurts Roblox.

Where it stands, the trade hold does not allow new players a chance to participate in the community.

Imagine this: A player purchases premium, and decides to purchase a limited item. They must first wait 7 days to begin trading it, a long and tedious wait that is already grounds for many to effectively quit before even starting.

When trading small items (100< robux), a new player must wait two days before trading again. Due to the rapid sales of items this small, it is effectively impossible to trade due to the subtle fluctuations that make gaining value at this RAP range impossible. Trading a single limited item every two days results in only 15 possible trades per month at the very most. This is an inconceivably restrictive number that is illogical, and doesn't make any sense. Due to this, it is highly unlikely for any new player to continue trading after this realisation, and as a result highly unlikely for a new player to continue purchasing premium due to this feature, something that should be of great concern to the Roblox team.

This extends beyond new players. Even long-time players with great amounts of value are likely to feel as though their continual purchasing of premium is not worthwhile as their ability to make value is restricted. Every player aware of the hold period is discontent, and is unlikely to suggest one starts trading due to how restrictive the hold period is.

What was the Initial Purpose of the Trade Hold? Why Does it Fail?

The initial purpose of the trade hold was to reduce the number of accounts being compromised, a significant issue at the time and allow Roblox moderators an easier time in "rolling back" stolen items to compromised players effectively. Despite the trade hold, compromising of accounts is still a very relevant issue and account stealers have found several ways to avoid this issue, such as purposefully terminating an account that is compromised to prevent the owner from receiving their limiteds back. This proves that the trade hold is easily avoidable, and serves a great detriment to Roblox as opposed to the solution they initially imagined it to be.

Why bring this up now? Are there other solutions to account compromising?

Yes - there are several alternatives that would benefit the community while also reducing the amount of accounts compromised, likely to a greater extent than the current, heavily scrutinised holding system. I will outline several below:

ALTERNATIVE SOLUTIONS:

  • Make the two day hold applicable to items over a specific value, such as 100k. This means new players are able to trade freely with low RAP items, as well as people with more value. As trades completed above 100k are unlikely to come as frequently as smaller trades anyway, a 2 day hold period is justified and can prevent the theft of expensive items while allowing cheaper items to be exchanged without restriction.
  • Make the hold period a toggleable feature available in account security. This gives people the option to enable it should they so wish if they want to.
  • Set a hold limit of 10 - 15 minutes that alerts the user when a trade has been completed, and allows a dispute to be filed directly if they did not complete the trade themselves (with a limit of 1, as is already existing in the current rollback system).

However, there is a simpler solution that transcends all these and renders the trade hold's concept obsolete:

Require a user to input a pin/their password when sending, countering, accepting a trade or selling an item when they are detected using a different device.

It seems this has already been implemented to some extent, as Roblox requires you to occasionally enter an authentication code when sending a trade or selling an item, but this must be fully realised and completely replace the holding system, as it is much more effective and player-friendly.

We must make a change now - sign this petition, and let's wish for a fun Roblox trading experience again.

- Ant

 

 

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Petition created on 14 November 2024