@Roshibomb1@MasterLoganate It makes sense, but it was wrong of them because people weren't already overpaying for them, they are instead manipulating people into thinking they are worth more
@asimo3089 Safes could work really well for exactly this but a few things should prob be changed
1. Items should be available for much less time, and item rotation would be cool
2. Allow items to be rolled multiple times, after you get everything from safes it becomes a useless feature
Appreciate the clarification! Yea an anti-cheat is way better than no anti-cheat, it really slows them down a ton. It's actually pretty sick how much exploiting has became better since the 2020 auto arresting era, that was AWFUL. Many people underappreciate there even being an anti cheat looool
@DanieldelasHer5@MasterLoganate @maskaradebanna1 @asimo3089@badccvoid@badimo I see, i've also looked at the cylinder example but how does that prevent exploiting?
An exploiter could just send thousands of these requests with tiny increments (much less than 30 studs) - which is basically tweening the character
Ty though!
@SuperRL96@asimo3089 @maskaradebanna1 @badccvoid@badimo Most bans are manually reviewed so yea it wouldn't hurt
Though if people find this out then they will start abusing this
From what I've noticed there are times where after you do something specific the anti-exploit starts acting out. For example often times when I jump out of a helicopter I get spam teleported, so most of the time I try landing before jumping out to avoid this. It's really a lot of adjusting ngl, and takes time to get used to. Though whats really cool is the anti-exploit has gotten noticeably better and it's became much much less common to encounter issues nowadays
Hi! I feel like this doesn't make sense, mind explaining more? Just interested in how this works
If there are client-sided checks, then thats completely useless they can be extremely easily intercepted and spoofed. Nowadays, exploit developers can easily bypass this without struggle, and this only creates problems like the ones players are commonly experiencing where there are false flags. A popular phrase in the development community is "never trust the client", because the exploiter has full control over the client.
If the server checks the magnitude between each CFrame change to see if the difference is bigger than a specific amount, then I don't really think there is a reason for that. Sure, this would stop teleports, but this can easily be bypassed by tweening the player (or an undetectable equivalent)? From what I've seen jailbreak exploits already do this. The velocity of the character is the same regardless of how far away each "ping" is. I've attached an image explaining this.
There are false anti-cheat flags for players with all types of devices and various types of internet speeds. I feel like it's a little extreme to say that anti-cheat issues is the fault of a player with poor internet, when this is clearly an issue with all players.
No hard feelings haha, just seeking clarification just like many other players. We are aware that the developers and testers are doing all they can do fix these issues but responses other than "go complain to roblox" or "get a better device" or "get better internet" would be nice. Hope you've had a wonderful day, wishing you the best!
@Kacper33238371 I'm not that knowledgeable when it comes to YT statistics but a 17.3%-21.7% CTR should be pretty good? What is your goal CTR, because I would honestly not stress time over thumbnails and work on creating more high quality content. Hope you have a nice day!
@asimo3089@plasmazillasc One thing I would like to point out is that streaming really messes up things while using freecam.
Because it calculates the render distance from the character and not the camera, it makes everything deformed when you move away from your character.
I am pretty sure it's fairly easy to stop them for developers. Remember around 2 years ago it was possible to do things like block messages or hashtag them via scripts. Even if it's no longer possible, they can just kick players who send an excessive amount of messages per a second that a regular player wouldn't be able to achieve.
What I am guessing is they are using similar non english characters, so they could also try to convert it to english characters and detect when these messages are being sent.
(I also just realized that they don't need to even kick the bots, it should be as easy as just disabling chat for them)