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| 01 Feb 2016 06:39 PM |
And let me clarify.
The 'lock-mode' would disable any events that take place during an online games environment that is not authorized/encoded into the game. Meaning, scripts will still execute.
For an exploiter, if say...you use CE to try and change your ingame player-speed it wouldn't work because it would a unauthorized change in the games environment that effects a player. Or if an exploiter tries to insert toolbox, Asset scripts, etc, it will not run as it will also be blocked. If an exploiter tries to put an object such as iOrb into the game, it will also be blocked. Even if you're using a secondary program with a master panel (like with minecraft servers) and you input a command into a active game it will not work. |
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| 01 Feb 2016 06:40 PM |
@anthony
Would this lock mode affect devconsole?
i have failed life. missed 10k 🎉 |
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| 01 Feb 2016 06:45 PM |
@Omega I don't know how it would effect DevConsole since you can't really use it to exploit anymore. Also the master panel thing I meant was 'console' so ty for that. I'm sure the developers could figure it out though. |
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| 01 Feb 2016 08:43 PM |
Exploiters are smarter than this.
If they weren't, it wouldn't be that big of a problem.
http://www.roblox.com/approval1-item?id=340599025 |
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| 01 Feb 2016 09:34 PM |
@Disciple It's a problem because the developers only fix the bugs the exploiters use to, you know, exploit.
If you can find a problem with this, tell me. Then we can figure out a way to fix it. |
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| 02 Feb 2016 02:37 PM |
| Hm not a bad idea, but it would be hard to make a system like that |
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| 04 Feb 2016 07:27 PM |
| This needs to become a thing the exploiter problem is even worse now. |
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| 04 Feb 2016 07:31 PM |
| Wow imagine us not replying to this anymore because someone removed it. |
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| 04 Feb 2016 07:33 PM |
so i can be legit superior again!!!
*wink wonk* |
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| 04 Feb 2016 07:44 PM |
bimp
Woops! We messed that up! |
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| 04 Feb 2016 08:14 PM |
| I find it weird how crapposts get 36 replies but this thread dies off within minutes if I don't bump it another 7 times. |
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| 04 Feb 2016 08:22 PM |
how would roblox know if a change is authorized or not
if you say something like "it stops changes from the client" then its basically filteringenabled which would also break localscripts (because they do things from the client)
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nikon1j1
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| 04 Feb 2016 08:23 PM |
| this is literally what FilteringEnabled does |
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| 04 Feb 2016 08:24 PM |
@jumpy A change isn't authorized when it isn't in the code. Meaning, it needs to be implemented by the creator in studio. |
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| 04 Feb 2016 08:28 PM |
"A change isn't authorized when it isn't in the code"
so roblox would search every script in the game to see if it tried to change that
i cant think of any way that this would work
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Contrary
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| 04 Feb 2016 08:28 PM |
I'm pretty sure the admins have thought of something like this. The truth is, it can create limitations. What if you wanted the client to communicate with the server?
How would you be able to determine when the communication is intentional, or when it is exploiting? You could have this "lock" enabled in such a way that that the client stills needs to communicate with the server (say they have money stored in a leaderboard). Now, how could the server detect whether the changes to that value are from exploiting? |
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| 04 Feb 2016 08:29 PM |
@Jumpy Or some other way, idk.
@Contrary The developers would have to think of that. I'm only giving the idea. |
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| 04 Feb 2016 08:31 PM |
@Contrary Think of it as a wall. It doesn't think or do anything. It's just a barricade. Everything that is initially in the code, including from the identifiable servers and what not is allowed. It won't be searching for changed values but blocking ANY change in a ACTIVE games environment. Everything should work fine. |
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