I’m 100% against the first way. That seems like a nuclear option for developers.
As for the second - you’re right, the problem is that it’s subjective. Perhaps it could be up to the item approvers/QA or community in some way.
In a more conservative opinion, these items should have never been accepted because of their size and clarity issues. However, it’s been done. Removing them is a solution, but no one would like it. Changing them is a solution, but people wouldn’t care for that. This is the best one I could think of. Additionally, it allows for more out of the box items with less consequence!
tbh they are pretty funny, the person who came out with the idea is a creative genius.
All Avatar Items allow Users to express themselves better.
I understand the concern that some items might ruin the gameplay and I agree on having a special indicators and restrictions for Developers to permit these items in their games, however I don’t agree that they shouldn’t exists.
As a Roblox developer, I would like to have an in-game way of categorizing or detecting accessories that cover the entire player.
My most popular game centers around hiding; players wearing certain accessories in the game creates an unfair advantage for them when hiding. Because of this, I’ve had to implement a manual blacklist of these items, but with new ones being created every day it’s becoming increasingly difficult to keep up. I don’t think I’m alone in this too, as I’ve seen other popular games affected by this issue as well as a number of developers on twitter voicing their concerns over the increase in over-the-top accessories being added to the catalog.
I don’t know who first started this trend of making oversized assets but it’s gotten on my nerves very badly and I’m not even a fan of the assets themselves. I’m not against customising your character to your imagination but this has just been nonsense and headaches for my game.
Recently, I’ve incorporated a script that bans all waist accessories (left and right hip waist accessories not included) (not using the OP-linked script, just hard banned all waist accessories by checking for certain attachments) because these kinds of assets break aesthetic and functionality in my game. The other option was just to completely restrict avatars in my game which I would rather not do.
I absolutely support this idea. Making an accessory blacklist is too time consuming from my end and it won’t scale well because it has to be manually managed, meaning I need to spend more of my time tracking the catalog for new accessories to ban. I would prefer if there was a natively supported method of blocking certain types of assets. It doesn’t even have to be just large accessories; any accessory should be able to be marked as “prop” and developers should be given the option to restrict wear of props right on the website over a game script.
Was just wondering why player scaling is allowed to be this size ingame. Why was this UGC item allowed, The images below are an example of the size comparisions, this can be very obstructive for other players in games and can provide an unfair advantage in some situations.
Player on the left with the large avatar
Removing waist and back accessories is a solution but it punishes innocent players who just want to wear the wings they paid roblox for. This feature request sounds like a good idea
This is getting ridiculous. I am seeing more and more several low effort, body-covering UGC accessories getting to the catalog again lately. If people in the program can’t control themselves, I shouldn’t expect any degree of self control when UGC accessories become more public.
The UGC accessory team must address this issue with other relevant teams. We need a unified platform-wide ability to block game breaking UGC accessories from our experiences with ease. Blocking entire accessory types or checking the accessory’s size are finnicky solutions and may get rid of accessories that are actually not problematic.
QA and moderation from the UGC accessory team alone has already proven itself to be insufficient against creators with no self control and this is while uploading is limited rollout. I don’t want to imagine the nightmare this’ll be during public rollout.
Please give developers the tools to counteract this while also being able to maintain the integrity of a visitor’s avatar as much as possible. Current methods are tedious, inefficient and unscalable.
The restriction would need to be applied on the web surface as well so it can’t be bypassed. Either way, best to avoid backseat-engineering in feature requests and just focus on the issue and what the impact would be to you as a creator. As users we don’t know how hard/easy things are to implement.
Maybe a method for accessories similar to Model:GetExtentsSize() would solve this problem, since it lets developers choose how large an accessory should be before it gets deleted. It seems like the least invasive solution while also the most versatile.
We have had to completely disable all Waist and Back accessories in our game for the time being until either UGC item approval is improved or a feature like this is implemented. The amount of people coming in as a brick with a decal on it or even just hiding in plain sight as a massive prop is starting to become unreasonable.
A banned asset ID list is infeasible when there’s this many UGC creators uploading so many items at once, some good, some not. Roblox has to either allow us as game developers to disable the use of these larger misleading prop items or ban them from being uploaded and allowed in the first place.
What even is the size boundary for UGC? I don’t think this has been explicitly said by ROBLOX. Does anyone know?
There should be a strict rule against making overly sized items. Heh, I remember when people thought the Typical Texas Tycoonist was too big. So much so that the height of the crown (top part) got lowered shortly after.
I’d certainly welcome that over the [LIVE REACTION] nonsense we’ve been getting. People who upload stuff like that shouldn’t be in the UGC program at all. They’re defacing it.
UGC creator here. Here’s the bounds for back items, which is what people use to make those giant bricks.
I think the bounds are so ridiculously huge so people can make big wingspans, but that’s just my personal guess. Nobody I know has made an item that big without it being intentionally disruptive.
There is a line between creative expression and being obnoxious. These items are starting to fall into the latter category. There is zero reason someone should be running around dressed as a 10-stud wide brick wall. It isn’t creative, it isn’t funny anymore (although was it ever to begin with?), and it negatively impacts the experience for other users.
The item bounds as they exist make sense for wingspans, and I don’t object to tasteful, creative, expressive accessories being created that are of a large size.
But a literal brick wall? Really?
The Roblox UGC approvals team must take action to resolve this issue by removing and banning these low-quality, game-breaking assets. The only effective short-term solution for developers is to outright ban all waist assets, as some others on this thread have suggested. This is unfair to the players who have legitimate accessories in this category, but again, the blame for this must be placed on Roblox itself.
“As long as this scar of a wall is permitted to stand, it is not the waist accessory question alone that remains open, but the question of freedom to wear accessories of all categories… Mr. Baszucki, tear down this wall.”
100% agree with your sentiment. I want to be given the tools to make the decisions in whichever way I want, for my particular game. I don’t want Roblox or another entity making those decisions for everyone. The key problem here is that we have no way to reliably query the size of a particular accessory (or more generally, the size of any mesh).
The most useful thing for me would be the ability to “normalize” meshes: rescale them to be the size of their parent part, and offset them as well so that parts accurately bound the rendered meshes. I want this feature for both MeshParts and DataModelMesh parts - the latter in particular because when this feature is enabled DataModelMesh.Scale property should be based on the size of the part, which gives us a reliable way to compute the actual size of any mesh while still allowing us to make the meshes really huge.
these are not game breaking, the game breaking assets are the infinitely big ugc like capybara or the skybox ugcs, and ppl who own them can still play any R6 game with em, there’s literally no solution to detect their size and position because you can’t read those bypassed ugcs, only if accessories were meshparts but roblox doesn’t even let R6 have meshpart accessories