That’s exactly what I was thinking. The only downside is most people aren’t willing to give up their ID, even if it’s not directly to Roblox. But I still think it should be an option that we have, and for those who are willing to do so for the sake of fair gameplay.
You can verify yourself with either government ID or a phone number. you don’t need to give roblox your government ID to get verified.
Certainly! We are currently working on multiple projects aimed at preventing and minimizing harm caused by malicious individuals. What behaviors are having the biggest negative impact on your experience?
You’re absolutely right. The “isVerified” feature was not designed to be used as a gatekeeper for all experiences. Our initial intention was to implement it for deep engagement purposes such as ranked play. However, we have heard some interesting ideas for leveraging it to enhance in-game social features.
This is the whole issue. What we’re asking for is the ability to see how they’re verified. Anyone can change their phone number, making it almost useless. Where as a government ID is much harder to have changed.
If you want to make specific content locked for only ID verified users, that’s not currently possible. That means that cheaters can still get away on alts simply by changing their phone number.
Wow! We needed this feature for a long time. This will help us combat ddosers and exploiters!
With the new 9+, 13+, 17+ experiences and things of that nature that also use id verification afaik, there doesn’t seem to be anything standing in the way of that gatekeeping from becoming a standard. I know there are a lot of people my age (21) who play roblox as casual players and due to the social nature of roblox, the platform grows when people sign up on their phones and join their friends in the game. Roblox does this better than anyone else because you don’t have to spend hours downloading anything which makes it really quick & easy. That being said, going to your friend’s house to hang out isn’t just a 10 year old thing; however I understand the dilemma roblox faces by trying to balance two sides of the coin at the same time.
Perhaps this could be fixed with using account settings age separately for playing games with ID verification, but to get into ranked you’ll need verification? The current norm is to require accounts to be a certain age to do certain things, but that of course has its own set of drawbacks. A very unique problem for a very unique platform - good luck finding the balance!
We’re currently experiencing mass amounts of DDoSing on our experience SCI - Pathos III - Roblox. On another note, we’re yet to ban anyone for exploiting in the past week or so!
Are prepaid numbers accepted? If they aren’t then they should.
Anyways this will probably cut down on certain types of bots.
Thats not quite clear. Roblox says that “Limited Roblox personnel may access the photo of your ID and selfie stored by Veriff or Persona for compliance purposes.”
This “compliance purposes” sounds very vague, a bit too vague and should at least raise some eyebrows.
Also it’s not true that they don’t store the data. The policy clearly states that they store your biometric data for 90 days. The usual is 30 days so it being 3 times longer should raise some eyebrows too.
Also even if they “anonymise” the data it could be very possible that the original identity could be still derived from it, and worse is that we don’t know if this is possible or not. See 'Anonymised' data can never be totally anonymous, says study | Data protection | The Guardian
You’re right, Steam wants your payment information instead.
But Roblox isn’t requiring your ID in this case, it’s requiring your ID OR your phone number.
You also seem to be forgetting that both Steam and VRChat both are designed ONLY for audiences 13+. Having an account on those platforms and being under 13 is actually against their terms of service. Roblox DOES NOT have a simiilar age requirment, it is designed for all ages. This means they NEED to make sure there is reasonable gating behind content not apprioriate for children, because they have designed a product meant to be used by children as well.
I think they were referring to using IsVerified specifically to gatekeep an entire experience. That will happen for 17+ regardless, but I believe they’re trying to clarify that you shouldn’t use IsVerified to gatekeep. For example, even if you don’t want cheaters in your game and you only want ID verified players, it would be smarter to have specific servers that require ID verification, rather than locking the entire experience behind ID verification.
Though on the topic of 17+, I do agree that having to show an ID, even for voice chat, is a bit ask that no other service requires. But I assume this has to do with Roblox allowing <13 users as well. I’m not a lawyer, so I can’t really say either way. However, I do think that ID verification should still be a thing regardless of if it’s used to prove you’re 17+. As it was asked prior, it would be useful for IsVerified to also give you the methods of which a user is verified. That way we can actually tell the difference between somebody with ID verification and somebody with just phone verification.
I’m really excited about this new feature, especially when it’s used for specific functions like trading or special zones in games, all while keeping unverified players involved to some extent.
I’d also like to see support for this in OAuth2
I’m very agreeing this opinion. To be honest, being kicked for living in a country the owner doesn’t like (for example, imagine not being able to play this “awesome game” because you’re not living in the U.S.A. or something and you can’t even afford / access paid fast VPNs to even play that game), by using the LocalizationService:GetCountryRegionForPlayerAsync() feature is already very irritating.
Regional-based censorship is already bad enough, I can just imagine how this feature is going to be abused to the point when it will eventually becomes another tool of censorship for those who don’t want to give out either their phone numbers (which is unfortunately only available in certain countries) or their ID.
Same thing can be said for many features, such as the account age, email verification, and so on. If the game is abusing a feature, then why play it in the first place? the owner of the game is missing out on potential players and profits by doing this, and, on top of that, they own the game, so it’s up to them how they want the game to be. Similarly how you could argue that developers are allowed to spam developer product purchase prompts, but remember, if they do that, nobody will play the game. Bad games will always exist, and keeping useful features from developers just because of those said games is not a solution.
Alright heres something I wrote to solve your problem (sadly ID verification is based on clientside so I wouldnt recommend trusting results of ID verification from my module)
PlayerModule.rbxm (2.2 KB)
example use:
--[[
ID verification is actually just clientside check if voicechat is enabled it returns true and if voicechat is not enabled it returns false (but still player needs to be ID verified in order to have voice chat enabled)
]]
local PlayerModule = require(game.ServerStorage.PlayerModule) --im assuming that you put PlayerModule in ServerStorage
game:GetService("Players").PlayerAdded:Connect(function(plr)
print(PlayerModule.IsVerified(plr,"ID").IsIDVerified) --prints true if player is ID verified
print(PlayerModule.IsVerified(plr,"phone").IsPhoneVerified) --prints true if player is phone verified (it just uses the player:IsVerified)
print(PlayerModule.IsVerified(plr,"email").IsEmailVerified) --prints true if player is email verified
print(PlayerModule.IsVerified(plr,"phoneID")) --prints a table with index IsPhoneVerified and IsIDVerified (I think its already obvious IsPhoneVerified will just print true if player is phone verified etc)
print(PlayerModule.IsVerified(plr)) --when you wont pass any string it will run all of those checks and return values inside table
end)
It doesn’t solve my problem, because, one of your functions relies on the client. Additionally, I wanted an official API rather than cooking up some workarounds as with many problems on this platform. Also, I’m pretty sure that voice chat requires either phone number or a government ID, thus, it’s not guaranteed that the player is ID verified.
This is a step in the right direction, but I would want this feature to have a link between accounts that use the same phone number or govt. id.
For my game, I want to be able to constrain the game to have people who have been verified with voip, but I also want to keep track of people who exploit in our game. Lets say we have an exploiter who gets banned, all they’d have to do is create a new account and link it to the same phone # or gov. id. If there was a feature that attached some sort of unique id to each phone # (not the phone # itself) that’d be like a “ip ban” without invading privacy
Its highly unlikely that someone is going to constantly change their phone number to keep exploiting on your game. Think about it: they’d have to tell everyone on their contacts to update their phone # just so they can contact them. Or they’d have to buy a phone specifically for roblox alts. Are people really going to dedicate technology for stuff like this? Plus, getting a new phone # is much more tedious than something like creating a new email.