For now or assuming they don’t add this, you could JSONEncode a table of “CustomData” and set it as the PrivateReason, and then JSONDecode it whenever you need to refer to that data, assuming it stays within the 1000 character limit which in most cases should be fine
Roblox is shooting itself in their foot, because a banned user will most likely not buy game-passes or developer products if they are banned from that game, limiting their profits from that game, especially if that game has a broken anticheat (YES, ROLVE, I AM LOOKING RIGHT INTO YOUR SOUL.)
Was the concern about developers being able to ban theirself ever brought up, I saw a post regarding this in Scripting Support and the solution was that they had to get their friend to unban them since running the command in studio doesn’t work.
I’d imagine updating the game with the command on a delay would also unban the person in question but this sounds hacky…
Any chance on adding the option to fetch all user restrictions for the universe (& place) in-engine, for the script and experience my scripts are running in, given we’re able to do so through Open Cloud?
I’m currently using a workaround in my script with a proxy to open cloud to fetch all user restrictions in my experience, but I can’t imagine this would be the intended way to tackle a feature as simple as that.
I’d rather not have feature disparity between engine and Open Cloud and prefer to not convolute my workflow by having to switch between the 2.
I doubt an exploiter would go out of their way to buy gamepasses if they’re exploiting in the game already to be honest. seems pretty counter intuitive to me
as for non-exploiters, I don’t see how this changes anything, since you could ban people anyway. the only difference is that alts are also banned. I wouldn’t be purchasing gamepasses on a game i’ve been banned on especially considering that people regulate ban evading via alts anyway.
if anything this makes managing ban evading easier to be honest, but I agree that this could have some pretty large drawbacks if it functions in an unintended manner
Stuff like premium payouts etc is also something that could be called out but again, who’s buying premium on every alternate account they own
That’s… what I am saying. What I meant was that ‘Roblox no mor money from bannd usr’, especially if they did nothing wrong and the anticheat just banned them because of a flaw in its detection system.
That’s technically the developers fault as i said before, not really Roblox’s fault.
The developer was the one who made that awful anticheat in this case.
Flaws do exist yeah, it has also existed before. developers usually keep track of certain information that’d trigger a ban. not all devs do this but its definately possible to do this and then use that info to determine whether a ban was legitimate or an engine fault
My point is: If they are falsely banned, on all platforms, accounts, etc., why would they give out money on that game? Why would they give money to those developers? Why would they give Roblox money?
Datastores exist… me, as a developer, can just put the player ID in the datastore and kick him everytime he joins my game. The user most likely won’t buy anything in my game anymore, Roblox wont profit, I wont profit.
Roblox is just giving the developers an easier way to the thing developers have done all these years.
This is great news. I hope bans can also be implemented in groups as originally promised.
Upon reading about the API, I have a few concerns:
We also expect developers to post their experience rules somewhere accessible to all users, and provide a way for users to appeal.
What would Roblox recommend as an appeal process? A lot of games use Discord. However, Discord is only allowed for users 13 years old and older, which Roblox knows.
Additionally, rule lists are typically numbered to allow players to easily refer to specific rules. This next part concerns me:
If the message is text filtered, the request will fail and the ban will not be applied.
This part seems flawed. I’d like to hear more details about this. Developer-made bans that exist currently allow the message, but filters it so it sends while being tagged. I believe this is a much better option than to refuse to initiate the ban at all. This is especially concerning with flaws in the filter, which can include the flagging of rule numbers.