Removal of Experimental Mode

That’s great! Thank you

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Really happy about this, was gutted after my favourite games that I used to play were taken down as I had so many memories there! Thank you!

This change will definitely help with the excessive exploiting problem on Roblox. I understand that you can’t just exploiting but you can definitely make it harder. :smiley:

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Thank you! Now I can visit classic builds in peace.

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Glad to see all of the discussion on the previous post was acknowledged. This is definitely a step in the right direction. :slight_smile:

Added the following two bullet points.

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A post was merged into an existing topic: Memes, Puns & Meme related GIFs Thread

At least we can still go to them and see them even if they’re busted up now, they were busted up anyway, so its not that much of a difference. Thanks for listening.

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Yes! I love this update!

(I can hear the kids screaming in the distance)

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Right now filtering is enabled regardless of FilteringEnabled’s value.
I suspect the property will be updated in the future so its value is always true.

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I know there will be several issues, and even some hatred created over this. Nevertheless, thank you for bringing forward this positive change.

I know that almost every developer here which has released a non-FE game was at some point frustrated with the exploit-ability of their own creations. I know this change may be difficult, particularly for less-experienced developers; however, this will not only place developers in full control of their game, but make every single player on the platform safer because of it.

Good work. This is what we needed.

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Does this affect Studio (starting a local server) too or only live game servers?

It affects Studio as well

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The FE property is effectively deprecated.

It still returns whatever you’ve set it to, but actual filtering rules are always active.

We’re likely going to display a warning in-game to users saying that the game might be broken, if the FilteringEnabled value in the place is false. This improves user experience.

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This means so much to us older players! Thanks so much!

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It’s kinda interesting that some old games still work to some extent. This is because they mostly use server scripts. We have some difference in UI behavior - in FE games generally speaking server scripts can’t handle button clicks, but we’re working on making this possible.

FWIW for beginner developers we’re recommending to start by writing all code exclusively using server scripts for the same reason, and only switch to local scripts gradually, plus we’ll be shipping easier APIs to do remote communication.

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<3 <3 <3 This is awesome!

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The biggest inconvenience that I have with remote communication is that we’ve got to use an actual instance to do it. Which means that we’ve got to find the instance’s parents, make sure it exists, etc, from multiple scripts. I hope that whatever you’re talking about means a way to do remote communication without creating instances.

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Would have been nice if this was communicated better. However I’m not one to complain about a bump when in the end we got what we wanted.

It broke my heart to be locked out of my favorite classic (and favorite in general) games, and I can now sleep much more peacefully knowing that I can still walk through the hollowed remains and experience a part of the feeling of some of my most beloved memories and favorite all time experiences.

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