TeleportService severely lacks functionality

Not sure if I mistook this as a bug

TeleportOptions | Roblox Creator Documentation

It would be much better if we had more control over how servers are created using TeleportService. The current state of the feature is underwhelming and not good enough for modern games on the platform.

Functionality we need:

  1. Determine where the server is created (or at least it’s much better than what we currently have)
    currently, we have no control over where a server is created, which leads to network problems; I am in Asia, and for some unknown reason, I’d start a US server on my own. This behaviour has to be fixed ASAP

  2. Determine if a new PUBLIC server should be created. While we have reserve servers, it isn’t very useful in most cases since you can’t join from a User’s profile, therefor having a joinable public server would give us much more control and get more players into our game

With these two changes, I’m very confident that a lot of developers will be able to innovate and improve their game’s match-making system and increase their player base

8 Likes

:red_circle: We need more than what was requested and here are extra features:

  • I mainly need a way to teleport to Private Servers, I honestly hate that when I teleport players that are in a private server to any other place under the game, that server is just public.

    Currently, the workaround is to Reserve a server and save the code to MemoryStore so it can be retrieved later on by friends joining the game, or else you would end up teleporting them to new Reserved Servers…

    In other words, a way to specify whether to teleport to private servers if you are in one already.


  • I have no way of knowing whether a player is in a reserved server or not, honestly, I can only retrieve the ServerId they are in which ain’t useful at all. Currently, my players run into the error “attempt to teleport to a restricted place just because of it”. Don’t expect me to store every single server into MemoryStore and then retrieve data when players try to teleport, it would literally reach limits if you have a bunch of players…

  • Instead of storing data in each individual player when they teleport, allow us to set some specific data to that server, that way from the Lobby I can give it a dictionary that the actual server can use to disable and enable certain things.

  • Allow us to tag servers, currently I have two places one for players who want to play with PvP and another with No PvP. I hate that every time I make a change in one of those games, I have to go to the next one and update it. Is also an extra unnecessary place. How would this work? Well, similar to the previous point, but in this case, you specify a tag for it.

    And yes, this feature could be used when teleporting to servers since you would be able to communicate TeleportService to teleport the player whose PvP is off to servers which’s tag is “No PvP”. If none exists then a new server gets created with that Tag. (The tag should be retrievable from the server as well for it to know)


Honestly, I am sorry if this kinda looks cluttered but hopefully, you understand my point.

:grimacing: Proposed Solution: I truly don’t know, TeleportService is one of the weirdest services I can think of in Roblox, not simple enough, really confusing to new developers, teleportations can take prolonged times, who knows how many teleportations fail, it lacks a bunch of features, and causes pop up errors instead of letting the dev handle that themself (“Attempt to teleport to a restricted place”, “Teleport failed”, etc).

:red_circle: Is just VeRY LiMiTEd; however, one of the most important tools when making big games or even some type of games benefit from it. (Please make this service a priority, I know you all have a bunch, but it’s better to have something complete than many things incomplete)

5 Likes