Possible currency anti-cheat idea

Hey,

I am really stressed about adding a currency system to my game because there seems to be no clear way to prevent players from exploiting, which really sucks.

I have an idea, and I’m hear to ask if anyone knows how it could be circumvented, or improved.

Similar to actual encryption, each script gets a random key (generated every server start) from some remote function, where that key is stored on the server.

Again, let me know if there’s a way to read this key, by the way.

Could the client receive this key and then fire it back through an event where the server will connect it to the already recorded table, where if the key is included in the table, it will pass and conduct the function?

Hell, the messages for each “action” associated with a currency change could be encrypted from the game start, and then decrypted on the server, I don’t know.

I am just trying to prevent exploiters from adding money to their accounts by abusing the remote event used for this purpose.

I think that exploiters can also read remote events, which would probably make this system obsolete, but it’s worth an ask.

Please let me know if this can be circumvented. Thanks.

Only the server should be handling changing the player’s currency to begin with. The client should only be able to receive the updated currency value and ask for their current currency value without any method to directly tell the server to update their currency.

3 Likes

If your game is really big and actually needs good protection, you could do some caeser shifts with morse code that turns into binary. Make the shift random each time. Make it well hidden or a numbervalue that looks like it is used somewhere in the game files so they ignore it. If it is just a simple game, I’d go with just a caeser shift.

2 Likes

I didn’t even think about that. Sorry.

Yeah this was a stupid oversight, but thank you for genuine advice.

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