They will never allow this. Players should not be able to join any of the places in a universe without the game itself teleporting them.
So in other words, for games with multiple places, you shouldnât even try to implement SocialService.
Seems like a redundant feature then imo.
I donât see why players shouldnât be allowed to follow people into a non-start place if the developer enables it.
If the developer wants something like that, they can make a feature that lets their players teleport to their friends. Iâd personally prefer they focus on new features rather than adding things we can do ourselves in 30 minutes.
Personally, Iâve never understood why with Robloxâs push on social features and the like, and with the implementation of Universes, they never considered opening up non-start places to be followed into, and would rather kick the players that attempt it and give them an error of âillegal teleport destination.â
And I love hearing âwe can code it ourselves.â Might as well just kill off actual raycasting and any other feature Roblox has implemented on the C++ side.
Itâs literally a few API calls and youâre done for the simplest implementation (the one you want). It doesnât need an extra setting. They werenât exaggerating when they said 30 minutes. If it was a setting, many developers would not use it because there is usually some domain-specific logic in your game that would make it inconvenient to have players automatically teleporting into inner places.
Regarding your example: reimplementing raycasting in Lua is not only much slower than the built-in one but will also take you a couple of days to get right from scratch, and even then you canât read mesh data or anything, just simple shape collisions. So having that in C++ provides clear value over doing it yourself because some data you simply cannot read or cannot be made available in a real-time performant way. This is a completely different situation from what you are talking about because this is just some logic flow, nothing performance-wise or any API limits, it would just be a shortcut and nothing more.
I just see that argument so much for a lot of different feature requests, it seems like a quick way to shut said requests down. The same thing was said when Roblox-implemented raycasting was introduced, among other features that have been implemented by Roblox on the C++ side of things. âWe can code it ourselves.â I also wasnât just referring to raycasting.
I still donât see why developers shouldnât have the option to allow players to teleport into a non-start place from their friendâs profile. Itâs more convenient for the player as they donât have to sling shot through the start place.
Iâve checked in the last of the remaining changes needed for this feature earlier this week. Currently the changes are scheduled to be QAâd for the next two weeks.
Two weeks from now would be the earliest we are able to turn the feature on, provided everything from here on goes smoothly.
Thank you for your patience and interest in the feature!
This issue is a bit outside of the current scope of the SocialService feature and I would recommend bringing this up in a new thread if youâd like focused feedback on this idea. This thread is about the current SocialService Api.
Sorry for late reply, I guess they need to add some limit to it and it should save in all games.
For example
Game 1
Joined a game.
Sent 5 messages to my 5 friend then I got an error saying youâve reached your max limit of invitations.
Left the game.
Game 2
Joined another game.
Tried to send messages, but got the same error saying youâve reached your max limit of invitations
If youâre playing with a friend, and youâre playing different games all day. You cannot invite that person anymore after 5 games. I think people need to be able to pick their own max amount of incomming invites.
Any updates on this feature? Would be very useful for lots of games on Roblox if only it was enabled.
I recommend scrolling up a little before asking.
From what I can gather from the recent release notes, you will no longer get the list of user IDs from the invite prompt. Games will likely only be able to reward players for successful invites, instead of rewarding players for spamming their friends with invites.
But how will you know if the invite was successful unless the person uses the Follow
button?
Good question. Upon rereading the docs I canât see a way of doing this, unless they add a way of detecting successful invites. Maybe it could extend the current system for following players into games?
Telling the developer which users were sent an invite would allow more customizability. What if itâs a single player game, or if the server is full? The inviter wouldnât get rewarded.
If the developer had the User Ids of the invited, we would be able to implement our own systems and (lets say) record it, so we can have better referral programmes.
The massive issue with a simplistic system like that is that it becomes much more rewarding to spam your friends with invites, which is one of the primary concerns about this feature. We might have good intentions but there will always be the reckless developers aiming to maximise their short term profits, and they will ruin the feature for us all - otherwise I would agree with you.
Only solution would be having proven malicious usage of said feature to be against the TOS. There used to be a similar policy on advertisements where if itâs intent is to manipulate than it wouldnât be tolerated.
Is there any update on this? Or is it abandoned?
@be_nj posted this exactly 2 weeks ago. Iâd imagine that it is likely getting re-enabled some time next week.
Definitely not abandoned. We caught an issue before release today.
Good news: the issue is easily resolved.
Bad news: Weâll have to wait for another release before it can be turned on. Continue to stay tuned.