I’m glad to see a known figure talk about this. Roblox seriously needs to preach best practices to young developers rather than reducing what the entire platform is capable of.
For a platform about empowering imagination with the youth, they really do make everyone look stupid while they themselves provide nothing to new developers. Developers on other platforms would have such an advantage on Roblox if they even knew.
It’s good to know, that Roblox is still trying their absolute best, to make Roblox itself a quick and fun experience, for regular players and their friends.
This change particularly peeves me as there was a survey sent out gauging the response to removing our ability to hard-set reserved slots, and I can’t imagine the feedback was any more positive there than it was here.
Why is this still being forced on developers and why has there been no response to our concerns about this change?
Can you not go to settings and set it to so that it prioritizes filling existing servers first?
There seem to have been some changes since i last used it but i think if you set it to disabled it won’t start new servers if the existing ones aren’t full
Like I explained in my post, I believe roblox is creating servers and populating existing servers based on where the player is from, without a lot of regard for the developer’s social slots setting.
There has never been a setting to force servers to actually fill up before creating a new server.
Thanks for the update and listening to our feedback, however I don’t like the wording of “put a hold” here and prefer “will not do at all”. I hope Roblox, during discussions, will sufficiently understand that what’s being asked for here isn’t some sort of compromise on being forced to adapt to Roblox’s vision of how experiences should operate and instead continue to support developer control and flexibility on what they want their own server capacities to look like.
Roblox should focus on giving us more tooling and best practices documentation/clear warning signs rather than arbitrarily removing or limiting the controls we already have without good reason. Dictating how we should operate the capacities of our experiences is not a good reason.
Thank you for sharing your thoughts regarding social slots. We heard your feedback and want to provide more transparency on the reasoning behind the change.
There are cases where experiences are configured with extremely unbalanced, high numbers of social slot reservations, especially for large servers, which lead to low occupancy for most of the servers. These high reservations especially in large-player servers lead to inefficiencies in server utilization and can lead to suboptimal server performance.
We are working on performance improvements and occupancy optimizations for larger capacity servers to come in the future. Until then, reducing social slot reservations will enable significant improvements to server performance and help improve occupancy. We acknowledge that a blanket 20% cap might negatively impact some experiences, especially since the community has built some novel experiences using these settings very creatively. So, to balance out the different needs, we will be updating the change to social slots to accommodate the use cases that surfaced through the feedback.
The new rule for the customization option is:
Places with a max player count of less than or equal to 100 will be allowed a maximum of 20 social slots. This means a 20 player place can reserve up to 19 social slots, and a 40 player place can reserve up to 20 social slots.
Places with more than 100 max players will be allowed to reserve up to 20% of the max player count for social slots. For example, a 200 player place will be able to reserve a maximum of 40 for social slots (20% of 200).
This change will be in effect on May 30.
The feedback in this thread has been extremely valuable, and we are beginning to think about some of the requests here - around occupancy setting, admin access, and serving specific play styles. We’ll review these requests further and build a plan to cater to them.
There’s nothing stopping me from just reimplementing this with the use of reserved servers at the cost of friction towards players joining (server joiner as start place) and maintenance for me (reliance on cloud services uptime for MessagingService and MemoryStoreService).
Could you be more specific, to the extent you’re allowed to share, exactly what you mean in your explanation as to why this is important to commit to and why a compromise rather than taking hands off our customisation was the conclusion of discussion?
What inefficiencies or suboptimal server performance are incurred by increasing the number of reserved slots? Again, I can just do this myself if Roblox takes that ability from me. The implication here seems to be that I shouldn’t do it myself either.
How do reserved slots affect server performance and not just matchmaking from the site based on the configured settings?
Does Roblox intend to remove the 20% cap and allow large experiences to once again be in FREE CONTROL of their own reserved slots once Roblox has adopted these supposed occupancy improvements? If so, what kind of timeline can we expect this to happen by? Large estimate, talking months or years.
As some other people have noted before on other threads, such as here - Roblox internal memory leak causes my game servers to undiagnosably crash every 3 hours - #12 by unix_system
there is (or was) a server side benefit to setting your game to 700. I’ve encountered similar problems to the one discussed above and placed all three of my main games at 700. Unfortunately I didn’t read this update was coming so I woke up today to people complaining about the lag in my games fully packed servers because they all got set to 150 reserved slots instead of my custom reservation lol. Anyway, if it is still the case that server memory gets boosted to 12GB when set to 700, then I’d say maybe they’re limiting the reservations to stop people from using it for that like I was. But I’m not sure why they wouldn’t just say this to us
Is there a plan to prevent things like this happening? Do you know exactly why this happens despite my settings allowing for 5 social slots?
The left server is 2 hours old, while the right one was brand new. The game did not get close to ever filling up the left server.
I’ve seen this happen many times. New servers opened up when there are very open servers already existing. This guy was a regular new player.
If there is a browser that lets players create new servers, then thats still unwanted behavior and on roblox to change.
In that case, does your server experience any significant lag spikes? Roblox decided that, for some reason, the server would be unfit for this user and would not connect them. It might also be because of the server locations being in different parts of the world.
No, I made sure to check both servers. They were both below 1000MB.
It is likely because of different server locations, like I said earlier in this thread. I think we should have the ability to override that, because it’s no good to me to have a game with multiple 1 player servers when the game is multiplayer in design.