I want you to take a moment to appreciate the crux of what you just said: You don’t care about people being spammed and annoyed because you are gaining users.
Feelings like this are why we can’t have nice things. I suppose you also wouldn’t have cared about spamming people with mobile ads so long as you were getting Robux out of it?
I realize my mistake. In the end the dev ecosystem is still made up of individuals rather than soulless large corporations. By being in their environment, it seems my sense of morality is far removed from what is used to be.
See, what I’d have done is jerryrigged a system that required you to get someone to join you after they are invited in order to get a bonus. Then the objective is to get them to join, rather than to send X invites.
If it requires you to get somebody to join then why does the SocialService have none of this in the API … giving the excuse of “this is what this service is suppose to do” isn’t very clear because Roblox themselves were very vague with its intended use other than to just send invites and see how many people were invited.
If it’s intended use was to get people to join, why was it called the SocialService and not a ReferralService. And like I said above, even with copious amounts of limitations, players still invite 50+ friends at a time even when you limit it to only 1 invite per 6 hours
I’m only going to implement something using this for match invites only (also, I’ll make it so where they can’t use it once the match is prepped, so yeah).
It should have a function to send specific players on the friends list an invite, so that say you’re in a game lobby and you want to invite a friend, but the game has a custom UI for inviting friends in separate Lobbies, it’d be a real pain having to open a separate menu just to invite friends who aren’t already in a separate game lobby
I love how the majority of the feedback on this feature are criticizing it being used as a referral system in the implementation that almost every other game out there uses.
It needs a built in cooldown and an option to be turned off by users recieving messages. That’s it.
Depends on which referral system you’re referencing. My favorite example being this was executed in a rather unique way.
Not only does their system benefit blizzard by bringing in new players yet it also rewards the recruiters, recruits in a balanced way.
If no interest is shown in the invitation it can’t be resent as it’s a one time offer. Player rewards are optional not obligated nor should those that deny the limited time offer be rewarded as that shows the player how desperate you are to get them hooked.
From a players perspective if a game reeks of desperation they’re going to judge the game based on past experiences which rarely is ever a positive result. Once the invite is sent it should never be resent under any circumstance as being an annoyance just makes the player stray further from showing any interest.
In fact it could result in that particular annoying player slandering your game resulting in a chain reaction of negative results. It mustn’t be forgotten how Roblox’s target audience is children that look up to role models for guidance and sometimes even to make decisions for them. This particular Youtuber had mentioned ways the system could be abused with hypotheticals to strengthen his point.
You’re right that’s what it needs yet that doesn’t mean other limitations need to be in place. It’s a choice to not allow us to use the following:
Custom message rather than default.
Restrict invites based on similar emails or IP’s.
While I understand not everyone is going to use the features without ill intentions it doesn’t justify punishing those based on fear.