I take issue with the new storage limits.
This change benefits only Roblox while harming developers. There are no positives whatsoever for the developer. The future storage limits for anyone that doesn’t know, is a base 100MB for the game with an extra 1MB per unique player that has played the game. Personally, if these changes are final, I’d end up losing a project I’ve worked on for 2+ whole years! More on that at the end.
The real problem here.
Roblox needs to look into how a game increases or gets its limits. Going from unlimited storage to a literal megabyte per player is too sudden and large a difference. Technically the difference is infinite but we don’t talk about that.
There are millions of games where probably nothing even happens, the base 100MB allocation not even being required. Then there’s the few thousand that actually do things! The way allocation is being handled right now is simply terrible.
This should be public information.
During development of my own project, I have not saved any world data into Roblox’s servers during testing because the values I am working with will change as I work on it. Now I’m being punished further, because Roblox’s automation wouldn’t even be able to figure out that I will be going to be over the limit since I did them the favor of not saving anything yet! This means I will never even receive said inbox message in question until I finish my game! Aka, far too late. This shouldn’t even be an inbox message for a few users. It should be visible to absolutely everyone in the off chance it actually has something useful!
There’s no way the acclaimed “0.0000054%” of experieneces that go over the limit by a good margin aren’t going to have some sort of special treatment. We should all be made privy to what will happen in the off chance another developer happens or will happen to fall into that group. There are already developers cancelling their projects due to the uncertainty raised by Roblox and that is absolutely terrible. Could be me too!
To the developers who are not hitting this limit.
I see a lot of developers claiming things like:
- “The storage allocation is enough”
- “You’re not the 30 in 55 million”
- “It’s unrealistic to go over”
I don’t agree with these stances, while for most games this may be true. This stops creators both now and future from potentially making something truly great. To see their ambitions realized. Or to you know, not have their efforts wasted. There’s a limit to how much you can crunch your data and it’s not fair for the people that are affected.
Bonus
How this affects me.
I have spent nearly 2 years slowly working on a project, dealing with all of Roblox’s issues and new features coming out. Countless hours of rewrites, planning and learning. Now all of that time spent would come to waste immediately with these new limits. It was annoying enough having Roblox bugs stop me at every step, new features superceding custom implementations and more. This change would be the equivalent to slapping me and pointing the middle finger at me for all my hard, and unpaid work!
I’ve been working on a 2D grid based sandbox game where a world is generated within a given size. But every cell in the world can be changed by the player. Of course, due to gameplay reasons there may be extra data required per cell. And I don’t think I can even allocate 1 world for a player anymore.
I need to plan for the absolute worse case scenario, and the worst case scenario is the player has changed every single cell in the grid with unique values. My game requires 54 bits (7 bytes rounded up) per cell. My game requires all 54 bits, this is not up for discussion, you do not know what my game entails. I am not here to be told how to optimize my game, I’ve had plenty of time in those two years to learn lots of things and decide on how I should structure my game based on it’s needs. I am not so ignorant as to ignore further optimization, but I know what my game needs and really, do not wish to have to go there again.
Roblox does some compression on their end, but I am not 100% sure as to exactly how it works so I can only assume the worst case scenario is worse than it really is.
How little 1MB can be.
Let’s create a hypothetical where miraculously I only required 24 bits (3 bytes), the same amount of bits required to store a color value (I am not doing this).
I would only be able to fit a grand total of 333k cells with this! Now, 333k sounds like a lot. But remember, not only are we playing for the worst case scenario, but 24 bits isn’t much. It wouldn’t even be enough for a 600x600 image! If a minecraft chunk in the worst case scenario took up 3 bytes per block, you wouldn’t even have 2 chunks!
The worst case scenario for your information, is completely random values. Absolutely zero repeating patterns that can be compressed. It is impossibly likely that would ever happen, but the importance of planning for the worst case cannot be underestimated. Imagine your game blew up, and then loses all momentum because you hit a limit!