To save or not to save on frequent robux purchases? 6 second limit. Cue dropping

  1. What do you want to achieve?
    Making sure people don’t lose their robux purchases of a gem, because I didn’t save their data. But aditionally, stopping them from flooding the save requests and dropping cued saves.

  2. What is the issue?
    When saving, pausing for 6 seconds to allow the cue not to fill, players can’t buy a gem fast. So it’s like, buy, wait for 6 seconds, buy, wait. "Man I just want to buy 12 gems!

I have a 20 gems option but some may not want to buy 20. And if they want like 2000 gems… 20, 40, 60…

It’s not a good way to encourage purchases. “No I’m not letting you give me Revenue because I want your data saved!”

  1. *What solutions have you tried so far?

Searching. Too much other stuff about Robux. Not really a problem as such. More about preferences and ethics.

So Should I ditch the save for these frequent purchases and allow autosave to handle it? Or should I guarantee their data is saved?

I don’t want people to feel ripped off but I also don’t want to make buying stuff a painful experience.

I think that best thing is, as you said AutoSaves. For saving things that a players can buy frequently, it’s often better to cache results instead of updating a Datastore immediately, but instead when they leave. in other words, when a player buys something, don’t save it and instead save/put it in a table or wherever you handle the amount of gems a player has, then save it when the player leaves. A player shouldn’t get ripped off (because of what you done, i’m not talking about the possibility that roblox’s servers are down ) if you are using the right “techniques” and setting up code so that it can handle things in the unlikey case the data doesn’t get saved(Such as a unexpected server shut down, BindToClose)