And making that unpatched exploit full of traps which limit griefing.
Exploits vary in what powers they give the exploiter.
Some are suited for workspace editing, some for script injection, and some for plain old admin powers.
Script injection is probably the least harmful, unless it is used to give admin powers and build tools to the player.
What I suggest is that one somewhat difficult script injection exploit is left unpatched, so as to make sure almost everyone is using that type of exploit.
Then, a change to Studio is made where whenever a game is saved, it scans itself for any build tools, build tool IDs in scripts, and admin commands in scripts.
If it has no build tools, and no admin commands, then that means anyone who has build tools or admin commands is an exploiter, and so whatever automatic punishment procedure is deemed appropriate by Roblox kicks in.
So this means script injection exploits are limited to scripts that cannot be guarded in the same way, which will be mainly weapons, random tools, player modifications and usually less harmful workspace changes such as lighting and sound settings.
So with this system, this is the choice that exploiters have:
Focus on using everchanging exploits that may or may not have viruses.
Use the limited but still fun and safe script injection exploit that Roblox "forgot" to patch.
The choice is obvious, IMO.
So doing this would probably increase the number of exploiters by a few hundred percent over a long time, but their effect on servers would rarely last longer than they stay on the server (I can't play Base Wars right now because of permanent server damage exploits), and they would not be able to do kill/all repeatedly. Nor ban, lag, kick, etc. |