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| 23 Apr 2016 05:37 AM |
LocalGameRobux suggestion
Basically, this means there is a storage of robux ( defaultly 0 ) for every game. Any server-side script can prompt a user to add a specific amount of robux to it with a specific message, such as 'Donation for devs' etc.
Example: game:service'LocalGameRobux':RequestRobux(player Player,int Ammount,string Message,string ImageUrl,int type)
Any server-side script can also send robux from it into a player ( by userId ) 's robux. Example: game:service'LocalGameRobux':SendRobux(int userId, int Ammount,int type)
when ran the player with that id is given the robux, and that robux is removed from the local game robux. This would be useful for things like buying coins at a set price etc you type in 5000 and it calculates 5000 coins needs 250 R$ from the user. for example:
game:service'LocalGameRobux'.RobuxGiven:connect(function(Player,Ammount,Message,Type) if Type == 1 then-- this is the type we are using for coins Player.leaderstats.Coins.Value=Player.leaderstats.Coins.Value+(ammount * 20)-- 20 coins for every robuck end end) game:service'LocalGameRobux':RequestRobux(game.Players.Player.userId,250,'Would you like to buy 5000 coins?',nil,1) |
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iWindowz
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| Joined: 05 Jan 2013 |
| Total Posts: 1809 |
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| 23 Apr 2016 05:44 AM |
Interesting concept, support
no siggy for you |
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| 23 Apr 2016 05:46 AM |
^ Would make it possible also to reward actual robux to nbcs & bcs for popular games, if there was enough robux in it. Or something like every round everyone can put 2-3 robux in and winner takes all. |
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| 23 Apr 2016 05:47 AM |
| Or, quick refunds for developer products if a transaction failed but user still lost money. |
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iWindowz
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| Joined: 05 Jan 2013 |
| Total Posts: 1809 |
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| 23 Apr 2016 05:48 AM |
That would make money earning for NBC actually possible, a little bit like Player Points. (because they were not free in the beginning)
no siggy for you |
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| 23 Apr 2016 05:50 AM |
^ Example Scenario: 5-15 People buying vip at 250 robux each daily 3-35 rounds being played by each player daily award a player 15 robux for every 10 wins and you would still have a solid amount of robux for yourself as profit. Would also make things like daily membership vips possible. |
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| 23 Apr 2016 05:54 AM |
| & allow player-to-player transactions etc buying an item off another player. |
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| 23 Apr 2016 05:59 AM |
| I do think dev pay outs is a neat idea. Better make sure FE is enabled though! |
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Xonae
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| Joined: 04 Dec 2013 |
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| 23 Apr 2016 06:00 AM |
While this is a very interesting concept, it can (and probably will) be exploited.
For example, an exploiter in a non FE game could access that service with a client-side Level 7, by simply creating a normal script, setting the source, then executing that code.
Even with FE it would be possible to exploit, as to gain user input you need a LocalScript, and to access that "service", you need a server script, and either a RemoteEvent or RemoteFunction. So that means the exploiter can attempt to find the RemoteEvent/Function, and then fire it.
So I do support this, but ROBLOX would need to find a way around what I just mentioned.
~Xonae |
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iWindowz
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| Joined: 05 Jan 2013 |
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| 23 Apr 2016 06:02 AM |
^ Maybe a way ROBLOX can traffic and set a max to payouts to players per minute? And per transaction?
no siggy for you |
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| 23 Apr 2016 06:06 AM |
As long as theres no stupid remote events where verification is done on the client and not the server, it should be unexploitable. And level 7 creating sources won't replicate/execute on the server, you cant force the server to run server scripts from a client. If its only accessable from the server that is. Though I have no idea why anyone would let it be accessed by a localscript. FE enabled would make it more secure, since nothing replicates ( even if scripts did without it, most games that would use this would use FE hopefully securely anyway ). The main problem I can see with this is free models / viruses being used to secretly send all or some of the robux automatically repeatively at a certain date. Maybe a security token that you put in scripts that are allowed? Example: game:service'LocalGameRobux':SendRobux(int userId, int Ammount,int type,string securitytoken) Example2: game:service'LocalGameRobux':SendRobux(game.CreatorId,game:service'LocalGameRobux'.Robux ,0 --[[0 for no type]], 'KEYBORDSMAUfgqwSH') |
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| 23 Apr 2016 06:12 AM |
| security token would be uniqely generated per-game, and only viewable on the owner of that games account ( or via group admin controls if its a group game, only group owner can see. ) |
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| 23 Apr 2016 06:13 AM |
Interesting concept for a game would be:
- Whenever someone joins, 50 of there robux is asked to be converted to 'Coins' - Whenever you kill someone you gain a coin off them - You leave and all the coins you have are converting back to robux
So you could join a game, accept 50 robux payment, kill like 20 people ( maybe die a bit ) and then leave with 60 robux. |
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Xonae
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| Joined: 04 Dec 2013 |
| Total Posts: 336 |
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| 23 Apr 2016 06:14 AM |
The security token idea is good, although a simple while true do loop could get around that, depending on the way ROBLOX encrypts it.
while true do local s="" local length=math.random(10,99) local letters={"a","b","c","d","e","f","g","h","i","j","k","l","m","n","o",p","q","r","s","t","u","v","w","x","y","z"} for i = 1, length do local letter="" letter=letters[math.random(1,#letters)] if math.random(1,2)=="2" then letter=letter:upper() end s=s .. letter end game:service'LocalGameRobux':SendRobux(game.CreatorId,game:service'LocalGameRobux'.Robux ,0, s) if --[[check if robux was sent]] then break end end
If the verification is local, it can be exploited.
If a game doesn't have FE enabled, all client changes will be replicated, thus making server script creation valid.
If a game does have FE enabled, the client can still fire remote events, and with some very advanced scripts, you can view the sources of scripts, so either way, this will be exploited unless it is handle by the ROBLOX website itself, like the MarketplaceService.
~Xonae |
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iWindowz
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| 23 Apr 2016 06:14 AM |
I just realized this would be great for ROBLOXian Casinos!
no siggy for you |
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iWindowz
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| 23 Apr 2016 06:15 AM |
It should be handled by the ROBLOX website @Xonae
especially since this is ROBLOX's main source of income (with bc), they cannot get people exploiting ROBUX
no siggy for you |
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| 23 Apr 2016 06:16 AM |
| ^ script sources do not replicate to the client even without FE. Also security tokens would be about 40-50 characters long, and have a small debounce 10 second debounce on the service for incorrect tokens. |
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| 23 Apr 2016 06:18 AM |
So even if you tried to get every possible combination that would be like 127^50^10^10 ( ^10^10 because its a random code 40-50 things long ) ^ 10 ( because 10 second delay )
print(127^50^10^10^ 10 )
infinite seconds of waiting for it to load. |
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| 23 Apr 2016 06:20 AM |
| @deighton2003 Please actually say why you do not support rather than just saying 'no support'. |
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| 23 Apr 2016 06:23 AM |
| Also there could be systems in place to stop hackers etc by for example when they first join each, they are requested 50 robux which if they are found to exploit will be lost, otherwise returned at the end of the month |
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Xonae
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| Joined: 04 Dec 2013 |
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| 23 Apr 2016 06:29 AM |
But how will the place detect if they exploit, you would have to rely on the community to report every single exploiter, which is both time-wasting (reading every single report), and can be fake.
You would need very advanced scripts to do this.
Or, if ROBLOX were to implement a new function into UserInputService.
(Read my thread for more info: http://forum.roblox.com/Forum/ShowPost.aspx?PostID=187919434)
So unless that is added, or a genius invents a new script to detect all types of exploiting, that will not work.
~Xonae |
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| 23 Apr 2016 06:34 AM |
^ that was an idea for community-ran games.
Another idea is bank games where you can borrow money off people, send money securely, store it seperately under a specific pin pass cod3 etc. |
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| 23 Apr 2016 07:26 AM |
"I just realized this would be great for ROBLOXian Casinos! "
Good lord... |
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