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ROBLOX should just have a 'lock-mode' on online games.

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anthonycotto is not online. anthonycotto
Joined: 24 Jul 2010
Total Posts: 8587
01 Feb 2016 06:35 PM
^^^
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anthonycotto is not online. anthonycotto
Joined: 24 Jul 2010
Total Posts: 8587
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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OmegaGmaster is not online. OmegaGmaster
Joined: 22 Jul 2012
Total Posts: 18849
01 Feb 2016 06:40 PM
@anthony

Would this lock mode affect devconsole?


i have failed life. missed 10k 🎉
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anthonycotto is not online. anthonycotto
Joined: 24 Jul 2010
Total Posts: 8587
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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anthonycotto is not online. anthonycotto
Joined: 24 Jul 2010
Total Posts: 8587
01 Feb 2016 08:40 PM
bamp
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DiscipleCodec is not online. DiscipleCodec
Joined: 06 Apr 2011
Total Posts: 1841
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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anthonycotto is not online. anthonycotto
Joined: 24 Jul 2010
Total Posts: 8587
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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anthonycotto is not online. anthonycotto
Joined: 24 Jul 2010
Total Posts: 8587
02 Feb 2016 02:13 PM
bump
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ransomrathbob1 is not online. ransomrathbob1
Joined: 28 Jun 2010
Total Posts: 118
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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anthonycotto is not online. anthonycotto
Joined: 24 Jul 2010
Total Posts: 8587
02 Feb 2016 07:52 PM
bb
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anthonycotto is not online. anthonycotto
Joined: 24 Jul 2010
Total Posts: 8587
04 Feb 2016 07:27 PM
This needs to become a thing the exploiter problem is even worse now.
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timothy40454 is not online. timothy40454
Joined: 05 Sep 2010
Total Posts: 643
04 Feb 2016 07:31 PM
Wow imagine us not replying to this anymore because someone removed it.
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peacefulangelcat is not online. peacefulangelcat
Joined: 17 Sep 2011
Total Posts: 10480
04 Feb 2016 07:33 PM
so i can be legit superior again!!!


*wink wonk*
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redsnuffet is not online. redsnuffet
Joined: 20 Oct 2008
Total Posts: 4112
04 Feb 2016 07:39 PM
?!!!!!!!!!!


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ArchitectOfThings is not online. ArchitectOfThings
Joined: 24 Nov 2012
Total Posts: 4956
04 Feb 2016 07:44 PM
bimp


Woops! We messed that up!
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anthonycotto is not online. anthonycotto
Joined: 24 Jul 2010
Total Posts: 8587
04 Feb 2016 07:45 PM
nimp 2
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anthonycotto is not online. anthonycotto
Joined: 24 Jul 2010
Total Posts: 8587
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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FireFang728 is not online. FireFang728
Joined: 12 Jan 2013
Total Posts: 7591
04 Feb 2016 08:15 PM
good idea
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jumpykilldestroy is not online. jumpykilldestroy
Joined: 15 Jul 2012
Total Posts: 12319
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 is not online. nikon1j1
Joined: 26 Dec 2015
Total Posts: 1176
04 Feb 2016 08:23 PM
this is literally what FilteringEnabled does
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anthonycotto is not online. anthonycotto
Joined: 24 Jul 2010
Total Posts: 8587
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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jumpykilldestroy is not online. jumpykilldestroy
Joined: 15 Jul 2012
Total Posts: 12319
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 is not online. Contrary
Joined: 08 Jan 2011
Total Posts: 1306
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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anthonycotto is not online. anthonycotto
Joined: 24 Jul 2010
Total Posts: 8587
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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anthonycotto is not online. anthonycotto
Joined: 24 Jul 2010
Total Posts: 8587
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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