Is it bad pratice to unload player data to values for client to access

Yo!
So recently i’ve been wondering if its a good idea to unload player data to a folder inside replicated storage.
Now the reason why i’m doing this is because its from the way i look at its a easy way for the client to access player data without having any memory issues, lag , etc
but i’m not fully sure if this is the best way to unload player data
heres a example of how i manage it:
Capture

2 Likes

keep in mind this is only for the client as its easier to access

Personally i put the data in the player model. This shouldn’t be a security concern since any changes that the client does to the data are not replicated to the server.

1 Like

i see, I dont think there would be any difference

though it auto destorys for you

if for example, when you load data the player will get a folder inside RS, then if your game is about survival , having loot , combat and etc , some exploiters may target You, they will notice that you got something good , this is good and bad at the same time

good because of the fast response and you will not need to fireclient to update smh thing
bad because exploiters can read all values

also what he said below is correct, if the server is checking loot using these values, it can be easily exploited and ruin the whole game

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That’s not good, Exploiters would be easily able to change the Value and fool the Server

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server works in a whole different way
this is only for client accessing

i was thinking if i should use something like fastnet

only for the player pets it does this

Hey everyone, after Considering i’m gonna be moving it to player model and i’ll only be using it for the inventory part
the rest will be done through using fastnet or something that doesnt cause a memory leak

2 Likes

Keep in mind that other players can see the data if it’s stored in the DataModel in a place that replicates (like a player’s leaderstats).

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