Yes, that is way better, you have an actual case scenario where you are shooting over the projected budget of your game. This is what you should’ve provided from the start. So now the next step is to assess your architecture and game design principles within the limitations of the Roblox platform as far as the current offerings go.
It is entirely true that Roblox says they want to support as many different experiences as possible, but you do have to fundamentally remember that Roblos is a distributed platform hosting millions of experiences and services for free that you would otherwise have to both architecture and pay for yourself. Limits are a natural consequence of this.
Developers and Roblox need to meet down the middle. It is not feasible and financially tenable long term to actually offer infinite storage (it never is, they just buy more if they need to) to every single type of experience on the platform. This is done by Roblox increasing their offerings as their financials show promise, and by developers pushing for more but also working with what Roblox does give and designing their experiences with this in mind.
Sure, it doesn’t always feel great to gut features when there’s a shortcoming on some end, but this doesn’t just apply to DataStores. So ultimately if you need more than what is offered, it’s time to start considering other options or distros of your own (i.e. move some of your data storage off-platform and bear the costs as well).
Quite the contrary actually. Like I said before, because I have zero information on how you architectured your data systems because you hardly provided any, I have to make broad and worst case assumptions, but also make sure and ask these questions to keep you grounded.
I’m not assuming your personal knowledge; I’m assuming your current structuring and design principles expecting infinite storage rather than finite, without potentially considering that limits might eventually get imposed.
Notice that I’m speaking in general statements and not tunnel visioning on compression because that is only one aspect of reducing data storage. There are many other factors, from game design to naturally encouraging minified builds, that go into this topic. There is no one single strategy that fits all games; everything must be considered. That’s the point of me discussing game design.
Out of the 13 posts you’ve made on this thread:
- Your first post is off-topic, complaining about completely unrelated issues and talking about having to abandon your “voxel game” without explaining why you would need to.
- Your second post similarly says “data heavy small games” will be affected, doesn’t explain why.
- Your third post provides a use case but no analytics and fearmongers over nothing. (Really? “Roblox will make higher player counts paid too?” This is just outright silly.)
- Your fourth post is just saying the same thing as what someone else said: consider purchasing your own storage that you can do whatever you want with. There’s a lot of good providers out there that offer pay-as-you-use. I do encourage staying on platform as much as possible but other providers shouldn’t be ruled out.
- Your fifth post provides no information.
- Your sixth post says people who have small-but-dedicated playerbases will hit the limits fast. I showed you my observability dashboard for an experience meeting this exact statement. I’m assuming you mean in general since you didn’t specify if the “small game” in question was a sandbox game or not. In my case, I have a story-driven RPG with extensive data requirements, and the only reason I’m at 200GB is because I have tons of dummy data that hasn’t been deleted yet.
- Your seventh and eighth post are pure fearmongering.
- Your ninth post is made up on pure assumptions for a case you don’t know about. You don’t know how Oaklands stores data, nor their requirements, likely haven’t looked into if they impose any gameplay limitations to help reduce this if at all and if they were one of the 30 experiences contacted by Roblox for direct support on working with the limits.
- Your tenth post talks about “expressing concerns” but still only talks about a “what-if” and doesn’t include any actual analytical data anywhere, and you’re already talking about how Roblox will “impose more limits” when Roblox themselves says they’re working on doing their best to increase their offering.
- Your eleventh post starts to shed a bit more light on your requirements, but still shows zero analytics on a real environment.
- Your twelfth post is just purely “Roblox bad”.
You said you showed evidence but I checked your entire post history and it wasn’t until your thirteenth post - this one - that you actually started to show even a little bit of effort to provide information on your circumstances. No one should have to fight you this hard to get information. If you have a real problem, your very first post should contain screenshots of the dashboards Roblox provides showing that you’re in the warning zone, details about your circumstances, and requests for help on reducing; or, alternatively, ask good questions about the future of DataStores and if more can be expected.
Constructive criticism is good; whining and complaining without providing substantive feedback doesn’t help anyone, either Roblox to get an idea of the problems you face or anyone else from seeing a real scenario where they might be troubled by the new limits. There is a massive difference between “omg roblox limiting update bad games are done for its over we all lose” and “my experience has extensive data saving requirements but we’re also punching over the limits we do have” or “is there any chance that the budget could be increased in the future?”.
If all you do is call this update bad and don’t deeply explain why, then who benefits besides your own entertainment? No one has analytics or information on what you’re dealing with in order to clearly see what even though you’ve done everything you possibly could and also work within the platform’s constraints, you’re still falling through and need help either through rearchitecturing your data or hoping Roblox increases their offering.
So once again: I’m not defending Roblox, I’m simply pressing you to improve the way you provide feedback, because your posts aren’t constructive feedback, they’re just hollow whining and arguing with other users. If you’ve known me or seen my post history, you would know that I don’t “defend Roblox” and when I want something done I’m persistent about getting answers but I make sure to provide my exact circumstances, why what Roblox has now (or lacks) destroys my ability to create on the platform, and what I want to see.