TeleportService:TeleportPlayers()

Yes, another TeleportService request from me.
This one has been touched on a few times here, but note quite presented as simple as this method makes it sound.

On the front end, this method would be a breeze to use. Here’s how it would go:

[tt]TeleportService:TeleportPlayers(array ListOfPlayers, int PlaceId, [string SpawnName])[/tt]

Doing this would cause Roblox to look at the length of the [tt]ListOfPlayers[/tt] array and see if there are any servers that could accommodate n number of players. For example, if the list size is 4, it will scan any available servers with at least 4 player slots available.

If they cannot find a server that is available, then the method would prompt Roblox to create a new server for the four players.

That’s all there would be to it. No messing with JobIds or anything like that.

Why we could use this
Currently if we set up our own party system, we have to teleport the entire party with the JobId using [tt]TeleportService:GetPlayerPlaceInstanceAsync[/tt] which is awesome for when you create a new place with the [tt]CreatePlaceAsync[/tt] methods.

This worked very well with clone’s murder game and other “closed match” games.
However for social places like RPGs and MMOs, creating a new place that without any population at all is kinda… lame.
While this works for private games experience, it just doesnt cut it in massive social games. If I were to choose to use CreatePlace, I’d not only have a ton of empty and unused places, but my places would never meet any other players during their play.

Not only would this recycle the current places in the universe, but it would also allow for a full gaming experience while still being able to play with friends.

Please thank this post and tell me if Im missing something important in my reasoning. I’m sure I’m not the only one who could benefit from this. Also please post any other TeleportService request threads here as well.

[strike]This was supposed to be in the Feature Request board but here we are. Sorry about that.[/strike]
Thanks for the move.

Has been requested a lot, has been promised a lot.

They should also add:
TeleportService:TeleportPlayersToEmptyInstance(array ListOfPlayers, int PlaceId,[string SpawnName])
Or adding another argument to your method: boolean CreateNewServer
(100% ignoring the fact that the names of their arguments are always lowercase, not that it matters)
That would force a new server to spawn.
(Possible limit that when it gets called, the list gets stored on the webservers for a minute or more.
The next time this gets called, and any of them are in the list, block the request.
That way, people won’t spam servers, maybe hoping for extra visits.
Note: I’m pretty sure that rejoining a game in less than X hours doesn’t add towards Visits, or TIX from it.)

EDIT: Empty servers would be useful for “private” matches, without needing to use CreatePlaceAsync a lot.
(Private, as in: If 2 groups want to battle, create a server for them, but non-participating players can join to look.
This way, it’s for sure that there will a server reserved for a battle for those 2 groups.
With the current system, 4 groups could end up in the same place, in theory.)

[size=2]Also sorry for the long text in bracklets. Totally not using them properly.[/size]

This feature is now live: https://devforum.roblox.com/t/party-teleports-live-for-beta-users/118479