Having played Bloxy Roads several times, putting in the effort to explore the different vehicles and maps, etc. I have some ideas for the cars and the maps.
Car ideas: Every car should be fun to use.
I am 90% certain the car movement functions on the server. I cannot stress how critical it is that you switch them to client side. But why should you do this? And how? Well, the cars feel like they’re jittering, teleporting, and sometimes they refuse to turn for several seconds. It’s worse for people with bad internet connections (a surprising number of people don’t have good internet fyi), but this problem downgrades the experience for pretty much everyone. Has anyone called your game laggy or unresponsive before? This is why.
How do you do this? It’s actually quite simple. Network Ownership | Documentation - Roblox Creator Hub
Set the parts’ owner to the driver of the car. Then make sure the movement code (if there is any) is being done using LocalScripts instead of Scripts.
Many cars are either broken, or so lacking in key statistics that they are not fun to drive. Ultimately, I think it would be wise to polish (and/or replace) existing cars before piling on new content.
Map ideas: The current maps do not convey the alleged player goal.
Bloxy Roads is like a mish-mash of racing, demolition derby, and an obstacle course. So why do people think Bloxy Roads is a racing game? Why do you feel the need to explicitly tell us the goal of the game? Shouldn’t it be obvious?
The answer is that Bloxy Road’s maps look and function like racing maps. Every so often there will be a couple rocks, but it’s nothing unusual for a racing game. Mario Kart has a handful of minor obstacles too. If you really want to emphasize the PvE, then consider putting a heavier emphasis on the obstacles. What if you made it more like a “car obby” with a series of deadly obstacles one after another? That would fix your branding problem.
The ideas in this reply tackle three of the biggest issues in your game. The most important one is moving car movement to client side. There is no excuse to not do it. The driving will be so much smoother after it’s done.
Keeping the game literally unplayable for 20+% of players and a subpar experience for everyone else… is not the answer. The server can do sanity checks to look for signs of cheating if OP cares about that.
Having the cars exist on the server is ok. The problem is having the server handle the physics. Why should people be punished for their latency when it’s completely unnecessary? Many players don’t have the best internet. Are those people irrelevant? They’re not. They matter. We should want them to enjoy games too.
There’s another component to this, which is that the server has limited resources. So if the server is overloaded with work, the cars become unresponsive for everyone (even people with perfect internet connections). I’ve actually seen that happen in Bloxy Roads servers.
My cars use setnetworkownership set to the client already.
as for lag. I’m sure this is caused because of a small playerbase. Once more players are playing I feel like roblox servers will appear in specific continents and wire up the players around that continent to reduce that ping.
I’m not making anything client sided as that would make things exploitable and players would glitch teleport etc. I am confident that in the future roblox will have better servers for more games.
I’m adding more obstacles in future maps and more interactive maps.