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.
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
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.
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.
if roblox was actively aware of this, the least they could have done is provided resources on how to effectively use datastores on the announcement post
That and theres a million scenarios for any given project.
In my opinion look into giving stuff id’s and storing 1 or 2 character numbers or look into string compression or word mapping - see how already im naming multiple things?
So I’m not just thinking that, there really are some people who don’t understand why limits are in place. If you understand why limits are needed, my comment wasn’t referring to you.
The pricing was not what I was talking about. I don’t have any issues with it. My issue is with the people who paint false narratives about developers being entitled, when that’s not the case.
As the right honourable pointed out in his recent regards, pricing ins a matter of resources and enourishment. Pricing is a subject of the matter you spoke of, you did allure to it to some extent.