This feature doesn’t apply to our studio - but I wanted to chock this in regardless since I feel it’s an important piece of feedback for the future: is there any protections for runaway bills with this feature? I’ve had experiences when I was younger with being charged a hefty price from cloud providers since I didn’t have my services configured properly / poorly optimized & racked up a runaway bill. Want to make sure people don’t accidentally go through the same experience haha
Open communication & documentation > silence & surprise changes
You are absolutely right, our principle is for the majority of Creators to be able to vastly scale without concern. Extended Services is only for the unique scenarios that wish for additional resources beyond the standard platform availability. A purchase option for these unique scenarios enables Roblox to support the vast majority of creators with a no cost Data Stores.
Please offer something for stronger servers. With server-authority coming, we will soon be able to create more secure games but with the tradeoff of moving a lot of calculations onto the server. It would be nice if overall server performance was increased, but a purchasable option for large-scale competitive games would be good too.
Being able to host 200-400 player event battles without lag might be a niche case, but it would be something I know a lot of communities would consider renting.
they would’ve had to finally implement something like this sooner or later else they would have to take on the additional costs, decreasing their revenue
What are the current per-key throughput limits in roblox? The reason I ask is related to this post.
i understand it, but a little surprised it happened so soon.
We are definitely exceeding the limits here.
While we’re at it, can we see higher percentage revenue cuts for creators who don’t use certain services?
It’d be quite helpful for understanding current revenue cuts creators face as the revenue rates’ justification is based on these services. If a creator doesn’t use them at all, why cut their revenue percentage? Yes it’d be complex, but so is charging for more.
You are still actively using some type of dataservice though. Even if you aren’t saving playerdata for your game the Meshes, Images, Sounds, Instances Properties and other items are still all being saved somewhere. All those services are covered by the 30% roblox takes and if you need more of that service then that’s where this would come into play.
I couldn’t say how old you are but assuming if you have a car payment if you don’t drive the car for the entire month should you still pay for that month payment?
first of all, is roblox gonna leech money from you if you go above the access limits, if that is somehow possible
second of all, why even do datastore limits, this ain’t evolving the platform, it’s just evolving the desire for aspiring devs to not bother with roblox at all in terms of making in depth games with heavy datastore usage
third of all, aren’t people just gonna start botting more in order to farm datastore storage?
A data service system, as in Roblox’s asset system (fetching and storing asset data), not the developer-used DataStore Service for saving data. In short, different systems.
I could dive into instance data being the game engine itself, but the focus here is that we now can pay for more. What if we can get more money (or less taken away) for using less?
I’m 19. A car isn’t a game engine, but I hear the thing about taking a percentage (technically) of your revenue.
Your note is how that system works as-is, just like Roblox. Now, I’m not knowledgeable on car stuff. I just have a learners and no car. That said, just because that’s how it works now doesn’t mean it can’t be changed.
Some developers seem to be under the impression that Roblox can provide infinite ressources free of charge. That assumption is false. In one way or another, the services you are using cost money. If Roblox decides it is not profitable for data storage to be accessible above a certain limit, having the option of paying a fee to go above those limits is a very useful addition.
This is such a great addition
Honestly surprised by the positive feedback on this thread, to anyone concerned about this:
Roblox as a platform can’t just allow people to abuse their datastore systems, they offer free datastores for developers, but obviously need to limit the usage.
Now, this is fine for most people, but there will always be special games that require a lot more data, or datastore requests, and now, those people can still use roblox’s services, albeit, at a cost. This is why this is so good, it’s literally a plus for everyone, the usual developers can keep using datastores for free, the unusual developers can access more datastore resources if needed, at a cost, and Roblox can limit their expanses
i guess that’s fair enough but like they didn’t even give us all the tools to optimize datastores yet but then they already expect us to pay money?
You can complain all you want but such services have their price. Last I heard Roblox still isn’t a profitable company, so its fair to assume most of those 75% are reinvested into infrastructure.
What kind of tools are you referring to? There are many open-source data compression libraries available.
Not complaining.
I’m just here to defend against people who seem to think that devs who pay Roblox 75% of their earnings are expecting ‘infinite resources free of charge.’
For those complaining, there isn’t any reality where this would not have happened, data is incredibly expensive.
Just learn to store either less data or data more efficiently.
In my opinion, start giving stuff ids and store the actual stuff in a module script and the data relative to the player in a datastore.
Example imagine saving a skill instead of it being like “skillName”: 20 you can do “1”: 20 and have a module script where it has 1 be the skills id and stores the skill stuff there.