I’ve read a few messages here about this, and many people seem unhappy with it. In my opinion, it would be a good idea to limit the number of servers that users can see when they are not logged in. I’m not sure if you can even see them when you’re not logged in, I’ve never tried it. In addition to this, another idea is that this limit could depend on how many violations a user has received. For example, if user A has already received a 3-day ban for whatever reason, they would be limited to viewing a certain number of servers. Users could be allowed to see all servers again if they have behaved for one month or more. These are, of course, just ideas and simple examples that could be elaborated on in more detail.
Even if this didn’t exist, it once again quite literally defeats the purpose of showing avatars in the first place.
When I want to play a game, there are often a number of connections currently playing as well. Most of the times, they’re playing on servers that are relatively far away from me, causing high network latency in competitive games (or everyone speaking Spanish so I don’t understand a thing
)
I use an extension to find the fastest server based on region & ping manually. This test will make it harder/impossible to get a reasonable experience. I don’t necessarily need to always join a friend, playability is more important to me. Are there any plans for filtering on closest servers or customizing matchmaking (as player)?
I don’t care whatsoever who is in the servers, all I care about is being able to find a server with the number of players I prefer, being able to find servers different from the ones I was just playing in, and as a dev being able to find a specific server that has some problem from a user report.
As long as I can do that, I don’t care.
In small games with ~5 servers, you’re always going to be able to find someone. You cannot resolve this from a privacy standpoint, nor should you try. There is a point where trying to protect a user’s privacy causes unreasonable product overstepping and makes the experience much worse for everyone else. Users with such privacy concerns should play in a private server with friends at such a point. The internet is a public place at the end of the day. You can’t play with other people, and still retain total privacy. Hiding random servers is only obfuscation and is a bad way of solving the problem at the expense of everyone else’s good experience.
Give players an anon join mode, randomize their avatar, hide their username and display name. Storing data linked to username is already currently incorrect practice. Then they’re effectively a stranger under their own userId. Bad actors wouldn’t be able to tell who is who without exploits in whatever situation warrants all of these huge overstepping changes.
…Why? From my understanding, the methods used to target and follow players into servers relies on comparing their avatar icon to icons which are in the server list. This method seems like it was mitigated heavily already (i.e. avatars showing up as default avatars depending on privacy settings), so it’s really hard to grasp why this change is even being done.
I want to understand the rationale behind this, because I cannot think of any good reason at all myself.
This will resolve nothing and will make the Roblox experience worse.
I think this is probably fine? My only worry is the API part. But Roblox should move to not require these API endpoints anyway. I should be able to request the server list from within the game without the need for proxies or cloud interaction. I assume that the cloud variant will still work though because of the key.
You really should’ve expanded upon this in the same post. Otherwise, there was no point in even mentioning it.
Instead of all of this, I’d recommend removing player avatars from the server list and/or simply hiding people of interest (such as content creators) from ever showing up in a server list (but still counting them as a player of course).
But, to get down to it, I think players only care about three things. Players want to find the server size that they want, they want to easily find servers that they recently played in and sort by order or have timestamps, and be able to find their friends easily.
Furthermore, on the topic of servers, I’ve heard rumors of <16 and 16+ having chat become separated in Australia, and planned to become a global feature. In that regard, I would highly suggest also separating servers between each age group and perhaps not even showing them in the server list. The reason I suggest this is because it would be awful to join a game and have the chat be dead, simply because most of the players are from a different age group.
This is also a great point.
Pointless changes since yall already did all of that by limiting displayed users and making them unclickable (also connections
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Roblox dementia confirmed⁉️
This is stupid. Plain and simple. This does absolutely nothing to actually improve user safety and, as always, only serves to restrict usability and kneecap a useful feature.
If you want to improve user safety, consider adding a streamer mode that hides your avatar on the server browser or just remove those avatars outright. There’s no reason to do all this when there are easier, more effective, less disruptive ways to do it.
That’s two-for-two on the terrible choices today, let’s see how you score on the next one!
This seems like its intended to hide potential botting problems on front page games and nothing more
They actually changed the icons during The Hunt: Mega Edition. And I think sometimes you see random images, not exactly sure what it depends on, I think maybe the type of server it is, e.g. reserved, private server from friends etc. and a users privacy settings
I don’t know what Roblox uses, but let’s say you use something like Amazon.
So then they would go like, “We need to limit some things, yep”, because of fees maybe.
Otherwise, I don’t know why this is mentioned.
Add a streamer/private mode that hides your avatar icon from showing up, disables joining for non-friends, and that makes your activity hidden to select users(and any potential API calls if you can even do that to remotely figure out which players exist in a certain server in games you don’t own)
Do that and safety concerns through this (as questionable as it might be after the initial server list change) will evaporate immediately
Allowing filtering by server region would be a much more benificial change than this.
When server lists were originally added, you could see player’s usernames on the list when you hovered over their icon, which is very much a privacy concern. This was changed to just display the icon instead.
But these proposed changes don’t do anything to combat proposed targeted server joining. So long as you can see the players’ icon and you know what their avatar looks like, you can still join. If privacy was that much of a concern, disable icons all together without limiting the amount of servers you can see; then allow for filtering by region and ping for viable utility.
These changes will impact both the server list UI as well as the underlying API for fetching the servers:
games.roblox.com/v1/games/{placeId}/servers/Public.
I use this API in several games quite frequently to get information on different place player counts. Will this API be removed, or will we need to use a session to access it? And if so, what will the rate limits be like? I have multiple proxies using this API, and as far as I know there’s no other way to get the player counts of specific places in a universe.
I believe you can use https://games.roblox.com/v1/games?universeIds={universeId}. You can get the Universe ID using: https://apis.roblox.com/universes/v1/places/{placeId}/universe.
There may be Cloud stuff for that too, but I’m not as familiar with that.
This is just for the universe information, not specific place information. I need the CCU of places inside a universe.
They did this because someone saw Teddy in the Hunt game and Roblox Chief of Security in one of those dodgy games
Just a theory of a possible benefit - but obviously not factual :
- Hide the many Bots in the lists .. so the daily player count still looks great for investors ?
They did remove avatar icons from the server lists before and there was extreme backlash against it. So the compromise they made then was to keep the avatar icons but prevent you from seeing their username.
they have ? when did they do this i dont remember
Hey Developers, Recently we released an update which removed the Server List. At the time our primary reason for removing this feature was due to bots which were able to easily scrape through the server list and spam users with malicious friend requests and private messages. After collecting use cases from the feedback thread we posted to the Developer Forum, we decided to bring back the server list. Here are a couple of changes you will first notice Your friends’ servers are displayed on to…