Thanks. I can confirm the rate limit has been slightly increased, which is an improvement, albeit not really enough for our use case.
I believe both myself and @LegendOJ1’s use cases are checking if certain players in our game have followed the accounts of our developers so they can be awarded rewards in the game. Some developers want to reach 10K followers to get the verified checkmark, so they’ll implement a system that issues rewards to players once the system verifies they’re following listed developers, using this API to do so. Some developers just want followers for the sake of it.
With this use case, I think it’d be hard to extend rate limits enough to fully satisfy us
(as usage significantly varies based on player count) so we might have to use a service like RoProxy in the meanwhile which has lesser rate limits as it spreads the load across multiple proxies. However, maybe a solution to this would be adding an engine method to check if a user is following another one with server-based rate limiting, or even implementing it into the new Open Cloud via HttpService feature?