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The replication filtering API is an API developed by ROBLOX to allow game scripts to filter replication of changes from the clients connected to a game server to that game server. Using that API, which is currently protected and which we therefore cannot use as of now, it is possible to protect a game against malicious users (exploiters) by only allowing changes coming from their clients if these changes are actually meant to come from these clients.
This thread is meant to be a suggestion, and not an explanation of the replication filtering mechanism, but I have written a detailed explanation of it that explains why it would actually end exploiting. You can find it here: https://twitter.com/MarkOtaris/status/344290966578024448. I strongly recommend that you read it before posting, in order to improve the quality of the replies to this thread.
This mechanism has been used in the 2013 egg hunt and in many other official ROBLOX places created for events. A less sophisticated version of it is used in Shedletsky's SFOTH IV, or at least has been used for some time. The replication filtering API has already proven that it is a perfect solution to exploiting that can be adapted to games that need more customization, while still making it possible for scripters to distribute generic templates that should work for any game, so that game owners who don't know how to script can still benefit a lot from the feature.
This system has already been developed and works, and what I am suggesting in this thread is to release it so that game owners can actually use it to protect their places. This system would really put an end to all the years of exploiting that have succeeded each others since... well, since ROBLOX was created. The system might need some finalization before being released, but since it has been used very successfully in many official games before, it would be very unfortunate if this system could not be useful to all of ROBLOX as well. |
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I'm guessing that they are planning on releasing this, it's just one of those things that you'd think would be a no-brainer to make. They've probably been testing it.
A deep thought; mind on end, clashing always. |
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VoidacityJoin Date: 2009-11-05 Post Count: 15759 |
About 2013 egg hunt, there were some players increased their speed by exploiting. Does that mean the filter is still not 'perfect'? |
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@oxcool1
That's because character movement is handled on the local side, so the script they use for filtering automatically allows anything that happens inside the character object, and thus they can change the walkspeed property.
However, you can prevent that in your game if you don't need a local script to change it by just rejecting it if the walkspeed property is changed, or basically if anything other than the very few specific things that the client should change is changed. |
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SmittxnJoin Date: 2013-05-30 Post Count: 1709 |
tl;dr
—ɪBʀᴀɴᴅʏɴ |
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VoidacityJoin Date: 2009-11-05 Post Count: 15759 |
This pretty much explains why. They probably didnt block it due to the wizard's abilities in changing speed. |
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VoidacityJoin Date: 2009-11-05 Post Count: 15759 |
bump |
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VoidacityJoin Date: 2009-11-05 Post Count: 15759 |
bump |
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booingJoin Date: 2009-05-04 Post Count: 6594 |
No support. That ruins the entire idea of Roblox being a sandbox game. |
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SmittxnJoin Date: 2013-05-30 Post Count: 1709 |
I don't even think it's a sandbox games. It has different small worlds. Wizard101 and ToonTown are sandbox games because they have large virtual worlds.
—ɪBʀᴀɴᴅʏɴ |
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You have my full support on this. I hate it when exploiters come and interrupt the group during some sessions. |
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VoidacityJoin Date: 2009-11-05 Post Count: 15759 |
@Booing
So you exploit more? No. |
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@booing
Don't be a noob. You know we all need this feature. ;) |
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To be very honest, this is a good idea. During the Egghunt, they implemented this. Nobody was able to exploit egghunt because of that despite an exploit being leaked during that time. Also at what Merely/Sorcus said (http://www.roblox.com/Forum/ShowPost.aspx?PostID=102453010) it didn't seem to lag egghunt servers much at all. The only thing I managed to do in Egghunt was change my walkspeed, teleport to places, and teleport other things to me (including eggs, lol). I was also able to parent tools from lighting to my backpack, which is exactly how I got all of those unreleased eggs so early (which led to my deletion, and sadly, some of my friends got deleted because I gave eggs to them, sorry :c ). You can also still steal the game using game:ServerSave() or parenting it to settings. So there are SOME things you can do even with filtering but it is so limited.
Support. |
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Oh, is that how you were able to steal eggs? I did it by just changing the BadgeId IntValue for the alien egg, since it spawns the actual awarding part based off that after it kills you, and oddly replicates. That's probably why they removed the Alien egg for the very last day when they release the Cracked Egg, now that I think of it. |
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I actually tried doing that too and it never worked for me... |
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I'm pretty sure I also had to reparent the alien to nil and then workspace for the BadgeId replication to go through, but it was a lot more reliable then doing it for any other egg. I know you could do the same thing with Builderman, Tiger, and I think the rocket one. |
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I support this 100%. Too many games are being ruined by exploits |
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support
~~If You Say Plz Because It Is Shorter Than Please Then I Will Say No Because It Is Shorter Than Yes~~ |
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spearman2Join Date: 2010-05-28 Post Count: 2938 |
Support |
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bloccoJoin Date: 2008-08-14 Post Count: 29474 |
I believe there's a filtering method in the API already, but I reckon it's only available for use in Roblox places. |
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