Same i am kinda confused by the said
If you don’t know what you’ve just read, it doesn’t impact you.
Good.
- Are you under the limits (you most likely are, unless you were in the double-digit of games not) and planning to stay under them? Zero impact.
- Are you wanting to make a thing that needs to exceed the limits for whatever reason? Instead of being forced to use (paid) off-platform solutions only due to limits, now you can pay to stay on-platform.
I can’t imagine I will ever need this. But it’s nice to know that it’s there.
This is honestly quite fair
The average developer would most likely NEVER need to use this, but this is good in case they do
On any other platform you would have to pay for everything entirely even for small storage
Having to pay only for rare-case extended uses sounds reasonable
Are these limits something you “request” for, or is it something that is deducted from a wallet automatically when you go over the limit?
Ok so just for clarification on my part (not that I’m going to hit these limits at all)
Is it still you get a default 100MB allocated to the game initially then you get an additional 1MB per unique visit but if your usage goes over the max you request more storage at $0.12 / GB-Month?
When do these apply? I guess I’m just not fully understanding it. This sounds like a great addon for games that need more but some of it is slightly confusing mostly just cause I’m not super in-depth with the logics behind it. If someone can break it down that’d be appreciated.
Billing will be by the account level, so it will be on a by creator basis– there you will need to set up an account just for Extended Services. After that, each experience may enable their own services for extended usage. Services will be billed in USD to start and we will expand to other currency support in the future.
Soon come the day I will need to use this!
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?