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Word connect games level 3624/10/2024 While ROBLOX has desperately needed better anti-cheat since the very beginning, adding more client-sided anti-cheat has me significantly concerned. If you want a more in depth explanation, sure I guess I’ll get to explain if you still aren’t convinced yet. Yes, you may keep alts away to a certain degree while sacrificing a percentage of your community through false positives.Īnd you do little to no impact on preventing alts. The fact that people exploiting roblox don’t even have to use these things is detrimental ![]() I personally would not sacrifice false positives over something you can easily circumvent. ![]() That’s up to you, I’d consider simulating the situation and seeing the results & impact for yourself. If someone wants to say, make a competitive game, they likely really don’t care if the 12 year old injecting code who got IP banned is also affecting the 11 year old in the same household trying to play the game on the same computer. You are underestimating the bare minimum of effort required to circumvent those limits without affecting false positives which - as already previously mentioned - causes more harm than good especially if your game aims for a very young audience or has quite a big fanbase. Then make yourself a quick function to ban someone based on their activity/account status?īut yeah, having a template/built-in way to ban someone would be an addition.Īt the very least it forces the exploiter to be inconvenienced, which is better than nothing. There is no in-built way to ban someone, period ![]() It’s basic knowledge for both, developer and exploiter. It’s pointless to have those as you’ll at BEST keep zero brain skids away. You’re underestimating the unreliability of IP bans and its false positives.
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