A plausible use case for the webhook feature is to convey feedback from the game to Discord. Unless the game has a lot of traffic flow, you can use it to grab feedback from the player base.
This ends up in being an advantage to the developer as the feedback flow is larger than by expecting the user to send a PM.
Don’t listen to anyone who might suggest you to use proxies. You’re still breaking the Discord rules with that only now they’re likely to delete everything related to it including your server and account.
A good alternative is entirely dependent on what you used them for. For error handling, use Sentry. For feedback, Trello or GitHub issues.
I’d like to note that the key thing to remember if you do use a proxy is to respect rate limits. Check out this article for information on the headers used. Your proxy server should stop sending requests once it hits the rate limit. After that you can either queue requests until the rate limit resets or just blackhole all requests until the limit is reset.
My game used to have a system that would fetch moderator logs (i.e ban/kick/warn/mute) from a moderator panel and port them over to a locked moderator channel in the corresponding Discord server, but since this block has been implemented, the channel has been silent, not that we need to kick a lot of people anyway.
Aside, my game wasn’t exactly affected that much by the block, because we can still view logs ingame. I don’t know what others used the API for that would cause a big problem; did they use to fetch what was physically being printed in the output of the game in realtime or…?
HTTPService sends the request through your own network while running Discord webhook code in studio. Discord blocked the Roblox server user agent. Studio doesn’t use that user agent, so your code will work fine until you publish online.
Correct post up until your proposed solution. Jake specifically said “through your own server”, and no I’m not arguing semantics. By having people proxy into the same server the same problem arises. Host your own server, don’t use somebody else’s.