I never said because of one person, I didn’t give any specific reason for financial distress.
I know, its called hyperbole. I was pointing out how your statement was absurd, as unless all developers on roblox had their swear-full code exposed to the world, this is not something roblox should be worried about. Nor should developers have to agree to it and let roblox walk all over their hard work.
To be honest, I find this update to not only make me worry about what I write, but it makes me feel as if I will lose my creativity. There are times where I temporarily write swear words in my code as a joke for motivation, and the fact that I cannot do that because I will be afraid of getting myself banned is just obscure. Nobody is going to see my code, so why would ROBLOX need to take these unnecessary extra steps?
Wait until they start filtering numbers
If they are using the regular chat filters, god have mercy on us all.
I’m hoping this is mainly for public assets/models.
I understand that this also applies to games depending on the content displayed by the scripts.
But if I could be held liable for words in scripts that no one else will ever see then that’s just straight out unfair.
It’s going to limit developers letting out their frustration when dealing with bugs and be able to laugh back on any comments made in their code. But if the exceptions are going to be purely comments that are in games that no one else will be able to see then that’s good.
But I think resources should be spent in more important fields such as malicious assets and inappropriate games that affect this community more than snippets of code that no one else will see.
surely this can only hurt developers, and for no good reason. it makes sense to moderate code in free models and the like, but this post implies that closed source code is subject to the same review. even putting the glaring privacy concerns aside, there is no point in moderating content which is only to be seen by the people who made it.
Hot take: I’m fine with this concept.
However, I think that it only really makes sense for games with Team Create. I can’t really think of a reason to screen for threats and PII in closed-source, non-TC games, seeing as nobody else should see it.
(the only exception to this potentially being local scripts, which technically can be seen by exploiters, but I don’t think we should cater to them)
As you can tell from the extensive amount of replies going against this, many people feel the same way as I do about this. The only way our code can be read is if an exploiter decompiles client-side scripts or if someone has edit access to the place file. An extremely rare edge case would be errors with stack traces that contain less than stellar language variable naming schemes. Again, however, this would be extremely rare and could be handled case by case.
Automating the flagging of code and having people review my code without my knowledge or consent is not something I, or many other people, want to deal with. Secret keys, web APIs and other crucial information that would otherwise be only accessible to developers of the games would be viewable to other, unknown people who may take that information and use it maliciously. Given the right vetting processes and screening prior to receiving such a job would reduce the risk, but it’s still a risk I’m not willing to take.
Resorting to obfuscating my code or hiding secret keys in DataStores is not an approach I want to have to take with this. It’s added effort just to ensure security that should be provided as default.
Don’t get me wrong, keeping the platform safe and suitable for all ages is something I’m all for. HOWEVER, when it comes at the cost of our own privacy and risking statistics, data storage, secret keys and other miscellaneous sensitive data potentially being exposed to people who can use it maliciously is something I’m heavily against.
This needs reform.
After learning a bit more about the topic at hand, I’ve learnt that Roblox moderators have had access to game scripts for a decent amount of time, this is merely one of the first instances where it’s been publicly announced. While some of the above arguments still stand to an extent, I do understand the reasoning behind this update and think it’ll positively affect things.
I do still worry about stuff like private keys being out in the open for moderators to gaze upon and do with as they please, however they’ll be visible by more than just moderators regardless. It can’t be helped, but I have faith in Roblox, their staff and moderation team.
I kind of worry that this moderation system will moderate my scripts like how the chat is being moderated and getting false positives and such.
No one ever sees my scripts really, how does a system simply moderate code in a flawless way?
I could use variable or function names that could be interpreted wrong by the system and get false positives.
Months after introducing controversial policies, this announcement is made. That’s really not a good sign. They knew this would receive hate so they did it secretly at first… Transparency my @$#.
Additionally, I think this should only apply to Team Create places and open source code. If I’m the only one reading my code, who cares if I use a few curse words in the comment describing a frustrating bug?
There are enough moderation problems on the platform without spreading the resources even thinner… There shouldn’t be a specially trained team to moderate code that no one but the author gets to see.
More so, I have private IP in my scripts. I don’t feel comfortable having this special team getting trade secrets and access to my secret keys. That serves no purpose other than breaching my security, because again- no one sees it but me and them.
Here’s the kicker- this creates incentive for bad behavior. Bad actors could intentionally write flag-worthy content in order to eat moderation resources.
But here’s the best part! Remember the junk you made in 2012? Maybe partially using free models? Yeah, you probably had something flag-worthy in there. Be ready to lose your career over something you did or used as a child.
Does this affect private games too? Does this affect old games? Does crediting with real names qualify as personal info?
So many important, yet unanswered, questions on this subject.
All in all, this is a mess.
This reply has my serious response. I have some more joking and sarcastic replies below this in the thread.
Definitely not in support of this. It’s utterly terrifying that this change has been implemented for months with absolutely no mention of it’s existence to developers.
Furthermore, my code was written by me and should be in my hands until I give consent otherwise. Even when the code is checked by a “trusted” individual, that’s still being read by an outside source without my knowledge nor consent.
Amen, Berezaa. I’m personally planning to heavily obfuscate final builds and never let non final builds hit the Roblox servers from here on. If they’re going to filter my code and false positive like they false positive everything else, I just won’t let my code be readable.
And I’ll be making sure that as much code as possible is hidden away in third-party services with limited access rights.
Roblox did not rescind the last few decisions posted under this account. It’s doubtful that this one will be any different.
Why do you feel the need to automatically go through my code without particular reason though?
I am not going to waste time making sure my own, private code is fitting Roblox’s vague, often overbearing standards.
If a game is reported, check its code. Otherwise, stay out.
More micro moderation with a broken automated system to further screw over roblox developers.
That does not mean we are not allowed to have a say in what they do. The opinions and values of the community are important to consider when running any platform, more so for one of Roblox’s size. Telling people that they cannot be unhappy with the platform because it’s not their platform is not fair. We should be allowed to give Roblox feedback, honest feedback at that, even if it’s to say “I don’t like this particular new feature”.
I don’t agree with this at all.
Furthermore, as someone else put it, it’s their platform, our work.
Back when Events were being canceled, I first advocated for a large-scale unification in elimination of micro-transactions and other profit methods. I think that if back then was not appropriate to start this unification, now is.
Both Roblox and devs need to learn who’s really in control here. (Spoiler alert, it’s the devs) Without the developers on this platform, Roblox would be nowhere near as big as it is now. And yet, Roblox seems to believe that they’re entitled to kick developers around whenever they see fit.
Roblox’s “this post is going to be a dumpster fire” account posted this. We can’t rely on staff seeing this. And if words don’t work, we have only one vector of influence left. Their wallet. Cut off microtransactions during the time when Roblox may very well need them the most, given all the real-world issues that will not be named that are causing higher-than-normal load and hampering general productivity, and they will be forced to respond either by digging in their heels and force-monetizing our games again or by changing their policy, bottom line.
My off switch is ready. Is yours?
Definitely against this, it shouldn’t affect me in any way as my code is kept clean from these terms. For scripts being released as free models, it’s a great feature.
I’d hate to have the feeling like somebody is watching me code over my shoulder anytime I open the editor for something only my eyes may ever see.
Oh also, what if we add onto the current chat filter in our games and need to store blacklisted words in a script?