Server fill customization not working properly

This happens to me as well, it is really damaging to games like mine that rely on large player encounters.

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Still happening to me. Anyone got any word on a fix for this? Seems to have been around for an incredibly long time and is quite damaging.

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I think this issue has only gotten worse as of late. My game is a group’s headquarters game and so naturally I would like all the players in the same server, but even with the settings on “fill each server as full as possible” and after resetting all servers, the game still starts multiple small, generally under 25 player servers instead of putting all players into one server, as the setting clearly suggests should be happening.

This has been happening pretty badly over the last few months, but for the last couple days, it has been even worse, and when my game has, say, 60 players on, Roblox will often divide the game into three 20 person servers or even into four servers. It is having a detrimental affect on my group’s ability to participate with one another. I am sure I am speaking for everyone when I say we would really appreciate a looking into about this issue. Thanks.


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Agreed. I’m pretty sure now that is does not occur when people block each other like others above were saying because of how often it is happening now. It is really detrimental to the experience of the games and is a hindrance for growing games.

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That’s a great guess. This seems okay for large, front page games, but yeah, for small/growing games, and especially group HQ games, it is a huge hindrance. Usually my group’s game has anywhere from 40 to 90 players during the day, but for the last two or three days, this bug/“feature” has been causing that number to split and stratify into two to three 20-30 person servers.

If it is that people have other players blocked, maybe this shouldn’t trigger when the game has the fill all servers option and instead only trigger when the let Roblox fill my servers for me option. That would allow large games to use this feature, if that is indeed what is causing it, but also allow us with smaller games to not have multiple, small servers.

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Please throw us a bone, Roblox. Splitting 48 players among four servers is not doing my game any favors.

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This is still an ongoing issue, very frustrating how I’m barely able to get any servers above 50 players.

We were able to shutdown servers to just shrink it down to a single server.

However, literally SECONDS later, roblox is creating a bunch of servers for no reason.

Why is roblox optimizing server fill for me? Shouldn’t it be filling each server as full as possible before creating another one?

I’ve been having this problem for a very long time, likely over a year, however now I’ve gotten increasingly frustrated by it. I honestly feel that “Fill each server as full as possible” is just a placebo and really doesn’t do anything different than the first option.

Please fix this, the lack of any server fill control is devastating for me.

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It might be an error. Or it may be something else.

I think sometimes someone is in another server region, so the people in that region will fill the other servers because it’s their region. Roblox is like that sometimes. I’m not sure.

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The people in all the servers seem to be English speakers (although that does not necessarily determine region). Even if so, I’d much rather play with a few people who don’t speak English than to play with nobody.

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Thanks for the report! We’ve filed a ticket to our internal database and we’ll follow up when we have an update for you.

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It’s still not working and it’s been more than a month… Can you fix it?

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Will be developing a api to redirect players to the most filled server until player number reaches max server. Stay tuned and watch this post for 4 hours!

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It typically takes a couple months for issues to be fixed after they have been filed, so I’d probably expect it to be a few more weeks.

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Yes! Where is it? We’re waiting haha.

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Just going to bump this, it’s been almost a year now.

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It has been a year lol, but they’re working on a fix that will hopefully be out soon

Them “filing a report in their internal database” doesn’t guarantee the issue gets solved or that they are working on a fix at all; there are countless bugs with internal reports filed that never end up getting addressed. It is reasonable to assume after a year of it not being addressed that they have ignored the report or at least see it as low priority so letting them know that this is still an issue impacting games is a reasonable thing to do.

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FWIW people don’t usually “ignore” reports (this comes across as if it were malicious, which it’s not), the right word to use here is “deprioritized”. If every engineer had infinite bandwidth there would be no bugs.

Yes which is why I said this directly after:

I didn’t note that they “ignore” in a malicious way; to ignore is, by definition, to intentionally disregard. This is exactly what happens when a bug is deprioritized (it gets ignored). Therefore, a followup is reasonable to let them know it’s an issue that still affects many developers and should be prioritized.

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