Ability to ban players in-engine on several levels of severity

No, admin commands creators having absolute power over whether or not a player can enter a game

Correction, any free model.

11 Likes

Ahh ye I see what u mean… That’d be pretty bad… :stuck_out_tongue:

2 Likes

Simple fix, make the ban service per place only like data store.

1 Like

We don’t really have a lot of freedom on Roblox, we’re restricted to what Roblox gives us. I feel like Roblox should break those restrictions and give us the freedom for everything in terms with developing and Roblox Studio.

I understand that banning is definitely harsh and it’s something you shouldn’t do unless there’s no alternative and the player just continues. My point is, we shouldn’t be locked into what Roblox gives us. There are things on Roblox that are impossible to do because Roblox hasn’t given us that power. Examples are, ability to edit the top bar, ability to edit any core script or core gui, anything. Ability to access everything is what I am saying. We should be able to write our own code as well into those restricted areas. I don’t think a banning service will happen because I’m assuming Roblox doesn’t want us banning players. Having that freedom gives us endless opportunities to make a better game, nothing is impossible to do then.

Creators might ban players, sure thats their game, they’re allowed to do what they would like to do. I’m sure if a popular game starts having false positives then the creator will fix that immediately. If a creator does something unreasonable, it’s better to educate that person to why that isn’t a good idea. What I’m saying is, we need that freedom to do what we want to do in our own game. That’s all I’m going to say

8 Likes

DataStore:SetAsync(“This”, true) will work in any place.

Just the same as BanService:Ban(12345, 9999999, true).

Imagine if the most popular admin script was hacked and updated to automatically ban players. This would instantly cause thousands of players to be banned from games across Roblox. Smaller developers would find it very hard to unban all the players which were banned from their games, effectively killing multiple games.

2 Likes

Nevermind, I realised what you meant. Anyway, that’s already possible and is/was happening with some admin commands.

1 Like

While I agree that some things should be more editable or easily changed, I do not believe that this applies to a Ban Service.

Just like the top bar, (which can be removed and replaced with a custom version if the developer prefers.) any developer can create a ban system of their own.


I’ve said a lot on this topic already, and I don’t think I can say anything more which is useful.

I stand by what I said that the possibility of this being abused far outweighs the pros.

1 Like

Yeah a ban system is possible. I mean things like ip addresses, hardware address, etc which are not possible. Even dropping the player’s connection before they connect to a server isn’t possible (having initial scripts that the player will load before connecting to a server)

Lets make an example, Windows. When you use a Windows machine, you have a lot of power. You could for example, go into the file system and delete something. My point is, you won’t unless you know what you’re doing but having that access gives you possibilities to opportunities.

4 Likes

Added new API to the post.

1 Like

If a player is banned from my game then how exactly do I Unban them using the proposed API?

1 Like

well if they messaged you and he was like “Pls unban me” you would get his userId and use :UnBanPlayer

1 Like

When I was developing a lot, FE wasn’t a thing, and only came out when I was busy with life, so in my games, security wasn’t the best - and I had a number of moderators and administrators (awesome friends) who helped out when they could.
I taught my devs that, only as a last resort banning should be used, which sadly was needed.

But of course, as has been mentioned, a “banned” user, can simply create a new account, and start exploiting again.
As a result, IP banning should definitely be a tool available to developers.

But, instead of being an API, perhaps a per-game banning service should be place into Roblox Studio - perhaps even in the new ‘Security settings’ panel in studio.
Perhaps even in-game, similar to (or an expansion of) the F9 Dev-Console, only developers can access the banning list, in studio or in game, search for and set bans to players - according to OutlookG’s methods.

This would solve the concern of admin-command scripts having too much power, and being abused in-game by exploiters (which definitely happened in my games).
Of course, such a task is manual, but, banning and moderating is a manual task anyway you look at it.

I believe as a developer I should have access to as many tools possible, to make my game fun, secure, and more importantly, fair for each player, even if that requires severe action, such as banning.

22 Likes

thats a good idea.

1 Like

I have to disagree - this could be easily bypassed. This is why Roblox rarely IP ban users from the site, instead, they just terminate their account.

1 Like

Of course security is required heavily with such requests, but ROBLOX can handle that. It still would be an extremely useful feature.

It would certainly deter exploiters and hackers, which I feel Roblox has always needed - and that’s something you don’t want when you’re publicising a business or community.

1 Like

Not in that sense, more that simply enabling a VPN would allow you to bypass an IP ban.

Also most people will have a dynamic IP not static.

2 Likes

As I already mentioned in one of my previous replies we could have both HWID and IP bans for maximum protection.

1 Like

I don’t like the idea of IP bans given the potential for collateral damage, (shared networks). But hardware ID seems like the ideal. It minimizes potential for collateral, and many people are unlikely to have access to greater than 2 machines.

A service like this would be extremely useful, necessary even, since Roblox is unable to entirely prevent exploiters. If Roblox can’t stop them, then let us do it ourselves. I have already had to implement this myself, but it will never be as effective as it could be since I have no way of identifying exploiting players across different accounts.

These players ruin games for everyone else. I think it’s well worth the risk to allow less well known developers to potentially abuse this system on their games than it is to entirely omit something like this, that can improve good games for everyone.

At the very least, if at all possible, give us some way to uniquely identify a player by their machine. We’ll implement it ourselves.

12 Likes

DHCP has more to do with internal networks rather than your broadcasting IP, for example - the IP address of my computer may be anything between 192.168.0.1 - 254, yet the IP address my network uses to communicate with the internet will be something completely different.

That being said, you have a point with VPNs. Although, VPNs are kind of an obscure service which a lot of people don’t even know how to use - and if a lot of exploiters are just kids, I’d imagine they don’t know what VPNs are.

1 Like

I’ve never heard of HWID - but is it basically a MAC address?

If so, physical (MAC) addresses can be spoofed. Does HWID account for this in some way?

1 Like