DataStores Access and Storage Updates

it is still a big downgrade from the 4mb

To clarify, it was/is unlimited until this change; not 4MB. That 4MB limit is per-key, it also seems that
the 4MB limit will still exist even after this change. You can shard data amongst different keys to get more than 4MB of data per player as of currently (which some games do) but this change will make that infeasible to do at scale.

Yes, the average developer probably won’t exceed this limit, however the new limit still applies to everyone regardless. So at least in my opinion, anyone who feels like they may be affected by this in the future should ideally speak up about their concerns; just in-case Roblox hasn’t yet considered our use-cases. Ultimately, it is up to Roblox to determine whether they’ll go through with this as-is or not after we speak about our concerns, though. (No offence intended by the way, just thought I’d clarify why people are replying with their concerns; at least from my perspective)

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You’re not going to save any space by saving a couple variables on the client. The risk, low usability, and complications of attempting to manage a state you have no control of outweighs the need for Roblox to add support for a feature like this.

Roblox cannot be played offline and there would be limitations on how much you can store much stricter than the ones in place for DataStores right now.

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In fact, you have to pay 73% of your income.

I believe there is a minor concern that bots could consume a majority if not all of the data allocated to the datastore. This situation is not applicable to most games, however could (most likely not) prove harmful to games that are already struggling with going under 4MB per player or games that allow multiple saves/slots/characters and together they may pass the 1MB threshold or even games that it is relatively easy to pass the 1MB threshold in.

The impact of bots will be minuscule for most games, and even games they can affect can minimize the damages by requiring certain costs, whether time or robux, to go beyond the 1MB threshold. For building games it is time and for save based games it is usually robux.

If you have a game that fits the above description or you are worried about bots potentially causing harm, then don’t stress since you have most likely already created approaches to minimize the potential damages without even realizing it. Maybe through the game design itself. If you are still stressed then do worst-case scenerio calculations and account how long it’ll take to reach and surpass 1MB, try to increase it to above 12 hours of playtime or add a robux cost to go beyond.

There is also the risk that the bot accounts get deleted, but the associated data doesn’t get deleted and you have now lost some data that could be used by others AND the data allocated decreases. It depends on how Roblox takes the deletion of an account into consideration when handling the data allocated to the experience. So this may not even be an issue to ponder, thus why it is spoiler-ed.

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We will be providing tooling later this year to help you migrate away from the Datastore2 pattern, so you don’t have to spend a lot of time figuring out a replacement.

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Compression is active for all requests and has been in effect for years.

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The entire contents of a key are attempted to be compressed (regardless of the encoding).

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Unity charging developers 1 cent per download of their game…
(a far worse treatment of developers than roblox has ever done)

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Hey there Lake, good to see ya here

Yeah Roblox is unfortunately degrading one of their biggest selling points for devs :/, I personally use Roblox because its easy to get alot of players and to get multiplayer to work, and also publish games (Steam has a 100$ initial fee which I just can’t afford!), the sky is no longer the limit, it seems

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There are no changes to SavePlaceAsync with this announcement. You can view how your experience will be impacted with the updated request limits by looking the “Write Request Type Quota Usage” and “Read Request Type Quota Usage” charts in the Data Stores Analytics page.

what happens if the limit gets reached when it takes effect, would access errors begin to appear immediately or is some kind of grace period planned?

also, are other storage plans planned and how would they be accessed, through robux, USD, ID verification or multiple of these?

knowing such information early would be beneficial to those who are exceeding storage limits, including devs who may be new to roblox or who have decided to give up on their projects because of this

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HELL NO. NOT THIS PLEASE!!!
I would even agree to pay robux, but not this.

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How do you store your data? Because in my game, for every (eligible) weapon I create a Global Data Store to store every user best score in the said weapon datastore and I’m afraid I might hit the limit with this new update.

Does this mean that some experiences won’t be able to update anymore?

You can make one ordered datastore, give every gun a id and update the id with the users who are the best.

That’s not how it works, I set every user best score on the said weapon’s ordered datastore, that way I can make a global leaderboard per weapon that shows every user score on the weapon datastore.

Not good enough; simple analysis won’t get you far until you actually have a real model. Don’t project; do. You don’t really know how much data your experience is going to consume until you get boots to the ground and start working on the actual project, on everything from the strategies you use in your infrastructure to how far players will take the limits of your experience.

I’ve thought before that even the former 256KB limit when DataStores first rolled out to developers was going to hurt the full extent of the capabilities I wanted to do with the game and would have to hard limit how much players could expand their inventories; my old data with horrible practices and next to no compression strategies doesn’t even reach 20% of that limit either.

You significantly, significantly underestimate how big 1MB actually is, let alone 4MB. Especially if it’s a UGC experience where you can condense with cheap location data and prefab ids.

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Tbh sandbox doesn’t work that well on Roblox to begin with because there isn’t a way to store data locally. Voxel games especially have a lot of data, more than Roblox can store. Imo you’re better off developing on unreal or unity.

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Roblox is more than capable of storing all of that data and sandbox games. It’s mostly a matter of how you store that data and structure it.

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