Sometimes it switches rapidly to the sentence the player sent, but at times it just displays like that on the screenshot.
I had it happen some times when I switched out of game (ALT + Tab) and then returned.
@thelolguy301 did sign up for the place to be a ‘testing’ place for the incoming new chat GUI. Had multiple players reporting it.
The new chat purposely shows _______ instead of a message as that message is being filtered. The issue here is probably that the FilterStringAsync calls were failing due to a web issue at the time. With the old chat, messages would just be silently getting dropped when this happens.
Why show a placeholder before it’s filtered? Wouldn’t it be better just to show it as it comes in? I don’t think order accuracy is very important for ROBLOX chat.
The message gets displayed instantly for the player who sent it, unfiltered
The server then filters it, and sends the filtered message to all clients
All other players display the filtered message. If the filter fails, send nothing.
Update the text for the sender so they see the changes (if any) from the filter. If the filter for some reason fails and goes over a certain time limit, alert the sender somehow.
Doing it like this would still give the player who sent the message instant input feedback. Placeholder messages only clutter the chat, I’d rather see nothing at all than a bunch of empty lines.
I think in the case where the filter is kind of slow it is a better experience, if a message takes several seconds to filter it may not be obvious which message it is replying to if the conversation has moved on. Also if the filter is down completely this is obvious, rather than it just seeming like everyone has just stopped chatting.
Yeah, it’s great for debugging purposes for when something goes wrong, but not normal use. It’ll be annoying to see “__________” flashing on and off as messages get posted unfiltered and then get filtered shortly after.
Unless this chat has changed it, senders always see their chat instantly and unfiltered.
With the new chat, senders don’t see their chat instantly. They see their chat unfiltered at the same time as everyone else sees the underscores, this is so they see their chat at the same location in the message log as other users. This still feels pretty good unless your connection is so bad that you are having a bad experience in other ways anyway.
I disagree. While it lets me know when filtering is down, a bunch of “_________” messages don’t help me communicate with other players any more than no messages. If we want to communicate that filtering is down after we notice filter requests are not returning or erroring, a “The chat service is having connectivity issues” or similar message in the chat would be more appropriate than a bunch of horizontal rules.
Yes, we can change the chat, but the default should still be as good and requiring as little change as possible.
So it’s shown after the initial chat request to the server echoes back to the client? That works.
A poor connection is not the only instance where this is an issue. I have a 20+ Mbps download speed and a 50ms ping to the ROBLOX server I tested in (found through Shift+F3), and I’m still seeing chat messages flicker in as underscores intermittently. This is not a bad connection, and it’d be even more noticeable with worse connections, even if they weren’t horrible.
Hold the messages on the server until they’re filtered, and then send them to clients. That way all clients still see the messages in the same order, and there’s no underscore flickering. As I mentioned to spotco above, to notify users that there is an issue with the chat filtering, display a message rather than underline spam.
I think it was my suggestion if I remember correctly to have a placeholder. It’s a good idea so that people know if they’re missing something, or if someone has said something in response to them.
“The chat is having connectivity issues” is more appropriate and professional than underline spam. Knowing someone is trying to respond to me isn’t very useful if I can’t see what they’re saying, and connectivity error message communicates the same thing albeit in a slightly different manner.
Knowing someone is responding to you lets you know to anticipate their response, and let’s you follow it as the chat goes up as other chats come in. I find that more useful than “The chat is having connectivity issues.” And that’s a proven fact. So at least it’s better for me, lol, so I’m just going to be selfish here and ask a change not to made.