Hi.
I was wondering if it’s against the TOS if me, a moderator or my anti-exploit bans someone for a reason that isn’t valid. It’s always best to have some kind of support, I was just wondering what would happen if this happened in my game.
Hi.
I was wondering if it’s against the TOS if me, a moderator or my anti-exploit bans someone for a reason that isn’t valid. It’s always best to have some kind of support, I was just wondering what would happen if this happened in my game.
Yes, you theoretically could ban however you want for whatever reason using a game script. However, I don’t know why you would, or how this would benefit you. If not, it would likely be the other user disliking your game/do whatever is possible to worsen your reputation.
Considering if your doing this multiple times… your gonna be really unpopular in the Roblox Community
It’s your game, just don’t expect a positive reputation if you end up banning a lot of your players without valid reasons. It’s not part of the TOS I believe anyways.
Thank you! I was mainly wondering because games similar to the game that I’m making constantly ban people just because. I’ll try my best to keep all bans rightful and resolve such situations when they come up. Some of those games are even expensive paid access games.
From a “legal/moderation” standpoint so to speak, yes, you can ban anyone you desire, you built the game, Roblox doesn’t mind, but that doesn’t mean your anti-exploit should EVER ban a user automatically!
I would say kicking or respawning is even a little too harsh. Just teleport the “exploiter” to the last known valid position, which should deter them enough, don’t bother banning them, it just harms your actual userbase falsely accused of exploiting.
For banning users you dislike, I would also suggest against this. I’m not going to name any names, but this has occurred before, a dev of a big game banned another big game dev and it started a lot of controversy. If you are just banning small people you dislike, I guess it’s alright?
As you are the owner of the game then yes you can ban anyone for any reason. But think about if it worth it. If exploits do happen , then maybe look for back doors to delete them. This is usually from free models or plugins having malicious scripts , enabling people to exploit on the game. It safe to have an trusted anti-exploit system as you said.
Hope this helped , thanks Bart.
Currently, my anti-exploit only kicks the user, but the last known valid location teleport actually sounds better - I’ll change it to that. A different game has an automatic anti-exploit that just bans you straight away (for 2 days), and the senior developer was so sure that his anti-exploit has no false positives that he extended my ban to a permanent ban (even though I didn’t exploit nor glitched).
Thanks!
What I am planning to do in my game is an other solution. Whenever I detect something suspicious, I kick the user and send a message to my discord via webhooks. The kick message then says something ‘’ Please message one of our developers if you did not exploit’'. If a player is reported several times in a row, he gets banned for a specific amount of time.
A chat report system would also be a possibility, as other know for sure when someone is exploiting. They can type something like ‘/report user’ and after 10 reports a message is sent to your discord.
I’d keep a log of your reasons somewhere just in case anyone asks about it or if people want to appeal a ban. Especially if you have a team of people who are able to ban so you have the reasons on hand in case the person doesn’t know why they were banned.
I don’t feel like logging on Discord is very good via webhooks (because it isn’t allwoed), but generally logging it seems smart. Thanks!
Huh, really? Why are webhooks not allowed?
Discord doesn’t allow them being used as a logging platform. Here’s the response he got after asking why they removed the webhook:
Hello just want to make it clear that logging such stuff like console output and such which can be loads like maybe 20 in a few seconds or more is not for discord webhooks which they will warn you about before the webhook termination to let u know you are taking lots of requests which isn’t good for their resources. Personally if I would use webhooks I would set a limit for example reporting maybe 30 second or less depending on amount of report and roblox servers which would fit great for both you and discords api limitations. Hope this was to any help, I looked at this today and just wanted to make it a little clearer. If there’s anything u wanna correct from me or add then you can do so. Thanks for your time