Instead of giving us salted IPs, ROBLOX could just give a reply “Yes, that account has logged onto ROBLOX from [strike]the same network[/strike] a computer with the same MAC address the other person did”, and then all security issues are gone.
Player1 is exploiting my game and deleting maps (not really because all my places are FE)
I ban Player1
Player1 comes back on Player,2,3,4,5, etc
if Player2:UsesSameNetwork(player1Id) then
Player2:Kick()–Is player1’s alt
end
Just to prevent some very annoying, baseless statements from being made:
“but they can just use a VPN!!”
The same when ROBLOX IP bans people, but they still IP ban people regardless of that ability, no? (I might add that it works well too) Just because a few can bypass something doesn’t mean it should be disregarded.
So what you want to do is cross-check every single player with every single banned userid? I don’t know if that solution is going to hold up if you ever get a substantial number of banned players.
That’s not the biggest issue, the bigger issue, is many people don’t have static IPs, and this would ban people who might live on the other side of a city, some people’s IPs change daily, others monthly, some yearly, but they still change unless you’re paying for a static IP.
Can we just get the mac addresses of their machines? It’d be impossible to trace their machines, mac addresses don’t change (Unless they were desperate enough to throw a new NIC in their machine, or spoof it via device manager), and it would be on a per-machine basis, not on a per-network basis.
I’m well aware that the others in the family aren’t exploiters – in fact, there’s a good chance they aren’t.
"The plebeians hate you. More than that, the plebeians hate all your friends. And their friends. And their pets, slaves and hangers-on. That’s how unpopular you are. "
if that helps explain it
You also get the added benefit of them whining to mommy and daddy and getting the other kid in trouble.
Hardware IDs? Even harder to spoof. The client can turn system information into an ID and then sent it to the server, interlaced with other important info to stop people tampering with packets. Planetside 2 does this, and it works really well (and I know :().