So recently I have noticed that inside of the output when someone ran synapse in my game it says the IP address of Syanpse! I can make it so if the IP is ran your banned, but is this aloud? Because I’d wanna test run a lot of exploits.
What do you mean by this, do you mean the remote address of an IPv4/IPv6 or something else?
You can’t patch Synapse it isn’t a script. Also that isn’t “synapses IP” that’s either yours or the games server.
I don’t think you would be patching synapse, instead when ever someone runs a certain script? and yes it would most likely be the users IP and not synapse’s
Well, Roblox never puts IPs in the output! So I could ban because it says this (19.231.192.2(The Players Name) so I could kick whoever’s name gets printed.
I don’t think you can take any action (e.g kicking, forcefielding) against the players that have an IP tied with that account w/ a script. Also, I don’t know what you’re gonna use the ip for unless you’re gonna use it to dox other users you probably may not know.
If it is possible to somehow read the output with the client or server
I did an example! I don’t have a screenshot of the IP.
You can’t really stop players from messing around their own computer with exploits. Just design your game to not be exploitable.
Anyways there’s no possible way to patch synapse itself as it’s an executor not a script like I stated previously, also synapses whitelist system is HWID based.
I’m not sure what you mean, but yeah, messing with players IPs including exploiters is probably against the rules. Although it’s a good method to prevent exploiters to coming on alts, it can be used for malicious intent and also, Synapse does indeed work on an HWID whitelist as mentioned earlier by @21stPsalm.
Another method that’s not against the rules and that is very good against exploits is detecting FPS-Unlocks and kicking the player if their fps is unlocked. Yes, this does do something against fps-unlockers users but it also does something against exploiters since most exploits have that feature.
Making your game not exploitable is the way to go. Instead of going off inaccruate/unrealistic occurances.
Well, what if people want more then 60 FPS and use FPS unlocked? It’s not against the tos!
You would expect an option to disable that though? And i’m fairly sure that last year they said they were working on making roblox compatible with higher frame rates in the comming years. wouldn’t that just be a hindrance to when it eventually gets added
It is indeed not against the TOS, and it’s something that is kind of a bad for some users that don’t exploit, BUT it is still effective in games that don’t need to have more than 60 fps like simulators, similar.
There is, but some executors have it auto-attached.
Using detection methods might lead to false positives which can ruin UX if some honest users get banned accidentally.
Like we said before, best design your game such that if someone does exploit, it wouldn’t ruin the experience for anyone else.
This is done by securing and monitoring client-server interactions (via remote events and functions) to avoid giving too much power to the client.
True, it does depend on what the game is about. I’m sure showcases and games such as vibe-themed hangouts or similar don’t really suffer from exploiters since if someone does indeed exploit, they don’t really have that much more advantage.
Im pretty sure an easier way to deal with reoccurring exploiters by means of an IP Ban system, say that each account has its specific IP this information is only kept by Roblox (no player or developer has access). Say we where to ban a user normally the way we have been doing it for years. Just mentioning the users profile id in the ban would tell Roblox which IP to ban, or something.