Is this a good way to trick exploiters?

You could probably modify this to where if speed, health, etc. are greater or less than normal, then you could have them be kicked so it works with other game genres like FPS games. Probably going to add this to my game, I’ll be sure to give you credit if I do.

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Haha, now that I think about it I can teleport the player into another place with other exploiters! It’s like clowns going to the circus to talk to other clowns and laugh at each other for falling for a fake remote!

You could probably have the GUI say “admin console” or “cash script tests” so it’s more believable as well, exploiters probably know a little bit about editing scripts, so if they see that they’ll think they can give themselves money. The gui should probably be larger too, with “settings” and “give cash” buttons and things like that. Or if you want to be really evil, have a click GUI saying “click this lol” or something snarky like that follow the mouse cursor, so if they even click once they are banned. But be really sure this won’t affect normal players.

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Oh yeah, if you’re going to make a circus thing, don’t be too rude. Don’t slander them for cheating, tell them that’s it’s wrong to cheat, it ruins the experience for others, and possibly themselves.
You can keep the clown emoji and the rickroll though, that’s pretty harmless and funny.

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You can teleport them like in adopt me XD It will be really funny

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Yeah, I wasn’t really going to go that far. I just said that as a funny description on what the exploiter looks like!

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Alright, hope my ideas can help your anti-exploit!

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Okay, that’s actually kinda funny

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Also, thanks to everyone who helped with this topic and gave suggestions! :+1: uwu thanks lol

I made a polished version of the model if anyone wants to use it! (Suggesting something to the topic before using this would be great!)

Anways, this is the model link! (Thank you again)

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Honeypots are good for catching exploiters but kicking the exploiter makes it instantly obvious and people will only fall for it once. Instead, try making the game unplayable but barely functional.
Examples of this can be:

  • showing them a fake massive amound of cash when they actually have something like negative 1 million cash
  • showing “out of stock” labels in shop guis
  • random “fake lag” movement/teleportation
  • guis suddenly responding to wrong buttons, etc.
  • anything you can think of!
    The trick is to make the exploiters think they got away with exploiting. You can then silently add them to a ban list that will only activate after some time and in the meanwhile give them some meaningless buffs that wont save anyways.
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Maybe a client sided While true do loop?

Client sided leaderstats?

if that’s what you mean, that’s a nice idea! (thanks)

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I do/think I still do this in my game. I don’t rickroll though, I blast a screaming sound and make the whole screen go static-y before crashing them.
I don’t ban them because they don’t technically cause any damage to my game, but I do track them on an OrderedDatastore so I knew for future reference.

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Or server sided if you want the fake lag to be unescapable :stuck_out_tongue_winking_eye:

you can just have a function on the server that checks if the person is an exploiter and instead of displaying their actual data, you can swap the data for a fake

  1. If an exploiter gets tricked by that, they probably can’t do much anyway.
  2. There are websites that launch Roblox game with random accounts, so even if you ban them it won’t affect them much (as long as they’re using a website like that)
  3. I agree with others, just kicking is too obvious, if you really wanna ban them, maybe delay it as blox piece does.
    So yeah, not the best way but it could still work and avoid annoying people speed-hacking and stuff.

Players can log any call-method they choose to, meaning things such as FireServer or InvokeServer, this is what is used for what we’ll call RemoteSpy.

RemoteSpy is a script in which it will log outgoing requests. It goes from Remotes, Bindables and the GetObjects function (Security Level 5). If you want to stop exploits, remember that it’s good to use the player argument in the OnServerEvent or OnServerInvoke connections.

Your game won’t be safe from exploits 100%, exploiters run their scripts in a higher script security (depends on the “level” of the exploit). Exploiters also have a whole new section of environment functions that typical roblox developers don’t have.

Be aware that anything you do in a LocalScript is already vulnerable to exploits, if you want full protection then the most you can do is attempt to make an anti-exploit on the server (just depends on the type of game you’re making).

LocalScripts can be decompiled (code can be exposed and seen), spoofed (overridden functions and variables) as long as local isn’t used (environment ignores it).

I may have more answers if you just ask me, but that’s all I’ve got right now.

Easy mode: Add exploiter’s userId to ban list which kicks them if they try to play the game.

Advanced mode: Use said ban list to send them to a reserved server that is pretty much the normal game except their data is blacklisted from any and all leaderboards. This way if they want to continue purchasing dev products while they cheat, more money for you! And they dont show up on top 10 / top 100 boards for all the normal players to see. hahahahahaha

And lag the game out for all players? Doesn’t seem like a good idea…

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No, the idea is that it’s not actual lag. It would work only on the targeted player and it would teleport them back to a past position every so often as if the exploiter was lagging and their position was being fixed. Of course, no actual lag is present and we’re doing this just to mess with exploiters.

This seems like a pretty decent way to trick exploits and getting them kicked.

But the first thing that should be noticed, its the fact that it should detect whether the exploite happens, once verified then can be taken action

But again if you have it serversided everyone will expierence it. I understand what you’re explaining but again when this fake lag is serversided all players in a server will be affected by it. So you’d make it client sided; via local script.