Methods for improved social interaction

In regards of this thread, Universes does not count total player count, I just thought of something.

These two methods would greatly improve the usability of ROBLOX Universes, in accordation with social interaction, as you mostly want to join games with your friends, your party or other specified people.

I do know Player:GetCurrentParty() (or whatever the name was) has been suggested before, which is why I won’t suggest it here too.

[ul]
[li]TeleportService:GetPlayersInGame(table SpecifiedUsers) - This method returns a table with tables like TeleportService:GetPlayerInstanceAsync, where the table SpecifiedUsers is a table consisting of userIds of players in the game. This allows for custom parties to join the same server.[/li]
[li]TeleportService:GetFriendsInGame(int userId) - This method returns a table of max 20-50 friends who are in this game. If there’s none, this will be an empty table. Ensures that you’re not just left on your own.[/li]
[li]TeleportService:GetAllPlayersInGame() - This method returns a table of all userIds in this game, over all universe servers. Could possibly also show who are friends or not, but the method above should do that already.[/li]
[/ul]

So… what are your opinions on this? Complains? Personally, I think we could offer some time getting this up higher on the priority list.

I want a way to see who joined a game in a party and can teleport them together. There is a FollowUserId property but that can get people that were not actual in the party.

:GetUniversePlaces()
:GetDeveloperProducts()

Stuff like this please.

[quote] :GetUniversePlaces()
:GetDeveloperProducts()

Stuff like this please. [/quote]
game.UniverseId as well. I’m considering two universe instances of my game (one for public, one for testing) and this would help with teleportation crap.

This brought me an interesting idea. Wouldn’t it be cool (amaaaazing) to have a single server instance per place that acts like a supervisor, and has Lua access to all online servers of that place? You can move objects from the supervisor to any server, and view players in each one, who their friends are, and who they are partying with along with a whole load of API we haven’t even thought of yet.

You may even have access to place size per server instance, so you can change the server size based on party size, for example. It would also allow top-notch matchmaking instead of using DataStore hacks and Universes for lobbies.

[quote]
:GetDeveloperProducts(). [/quote]

GetDeveloperProductsAsync

game.Players.MaxPlayers

used to exist, but then deleted instead of being made read-only for some odd reason. Should be back so code can be one-size-fits-all in regards to server size i.e. not allowing one team to populate > 60% of the max server size.

@Vorlais;

Hm… if we made it so :GetUniversePlaces() was sorted so the first index in the table was the main hub, that’d make that property useless :wink: So I suggest doing that instead. Neat suggestions, @everyone!