The Future of Filtering Enabled: Experimental Mode

Hey everyone,

The experimental mode changes announced in this thread have now been rolled out for testing. We will make another announcement when this is officially out for everyone. If you have any questions or concerns please post in this thread and our team will follow up with an answer. :slight_smile:

FAQ
Q: Why is my Roblox game displaying as Experimental Mode even though the Filtering Enable check box is marked in Studio?
A: A new server instance is required to start in order for the game page to update.

Thanks,
Developer Relations Team

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It may have already been asked and answered, but there are a lot of posts and a quick scan did not tell me:

Is the FE toggle scheduled to be moved away from Workspace and onto the website?
Is the FE property scheduled to be removed and no longer able to be read by scripts?

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Toggling experimental mode will ultimately be done through a widget in Studio although at the moment it is still done through the FilteringEnabled property. When the widget launches the FE property will be deprecated, although it will still reflect the correct experimental status.

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Now can we expect a more clear, precise and easier to understand FE do/don’t’s and help that’s available to all users on the platform? There’s so many people who don’t understand about FE and whilst the wiki documentation is good, it’s not enough for something as fiddly as FE. It would be awesome if there was a full video explaining all about it and how to use it safely.

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Hello,
recently I’ve been experiencing people get build tools via an exploit and destroy stuff. Although, the effect is only local. Although, they can break stuff and walk through it etc. They can then get into places they’re not allowed in and steal stuff from ‘item givers’ or something.

This is what I meant a while back about them still being able to ‘hack’ in-games. Just… Locally.

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Users could just noclip through the doors instead of using build tools to delete them, so there’s not much that can be done about that. This is something that’d you’d need to deal with in your games on an individual basis – you know where users are allowed and where they’re not, so if someone gets into an area they’re not supposed to be, you can teleport them back to where they should be. If they repeatedly do this, you can kick them.

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Will the experimental mode state reflect the current value of FilteringEnabled before it is deprecated, or do we have to manually go in and turn it off?

Yes. If you look at your places in the Develop page, you can see that the already have the correct experimental mode state.

Yes, it will work off of the current values you have for FilteringEnabled (you shouldn’t have to go into your existing places to turn off Experimental if they already have FE on).

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Seems like a good idea to separate the finished projects from the empty baseplates - but I think a checkbox on the search engine should toggle the visibility of Experimental mode games in search results.

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Now that the update finally arrived, I have changed one of my games to FE, however the “Experimental Mode” tag is still there. All my other games are FE however one of my games one of my games still show up as experimental although in game FE is toggled on.

Because

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Elaborating, join the game.

Hey everyone,

As previously noted, we are going to begin rolling out the Experimental Mode changes by age group starting on the week of October 16th. Please let us know if you have any questions or concerns.

Thanks,
Developer Relations Team

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I finally got around to updating Notoriety to be non experimental, and unfortunately:

  1. Because it uses the CreatePlace API, it is shown as experimental
  2. Because it is an update, all the old (and actually experimental) places are still part of the “game”
  3. My game is acting very strange

So am I losing players simply because of one of the above issues? I’ve posted about the CreatePlace problem numerous times yet I haven’t really gotten a clear response. Are certain age groups unable to see my game on the game page? Just one age group? Should I still be spending money on advertisements?

I feel like I wasted a tremendous amount of time and money updating my game for it to have no difference in player visibility if that is the case.

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I think a devrel member / engineer will be able to help you out with the issue of old created places (so it won’t have been a waste of time), although keep in mind we are around the holidays now so it may not happen until after the break.

Is there any reason that you are using CreatePlace rather than reserved servers for the new version of your game? CreatePlace is rather legacy for the purpose of creating private server instances. I think it should be trivial to convert the CreatePlace API calls and subsequent place teleports into reserved server create / teleport calls, but correct me if I’m wrong.

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Usually after updateing an entire game some players will not like it and won’t play. I don’t think the universe bugs are to blame entirely.

I’m not concerned about losing players because they do not like it, I’m just worried that experimental mode is limiting the amount of players who see the game in the first place even though my game technically isn’t experimental mode

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I’m using it to name the place such as “D:N B:Y K:N” so the server in the new place knows the difficulty to be normal, the bots to be enabled, and kicking to be disabled. I’m doing this by reading the name of the game in a script. Is there a way to do something like this with reserveserver? I actually use both createplace and reserveserver but im relying on this behavior

maybe losing wasn’t the right word but my chances of growth are smaller due to some uncontrollable factors and that is why I’m concerned