Simulating removal of FE?

Yes but they could make it so you can’t join non fe games if you’re under 13. Actually I think they did do that at some point but they replaced it with removing the feature all together.

They did do that, but that’s a bandaid solution. It can’t be a solution for long-term.

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But fe is a bandaid solution, we have to be honest here…

Exploiters will always find a way past the security put in place by roblox - there are entire communities based around it.
All roblox can do is try to secure the games from their side, in all honesty.

Also, I should mention all the gears that were broken due to fe? Not only that but even the fixed recent fixed versions dont work as well as the originals due to the delay caused by remote events.

This has already been discussed before in depth here.

However, to summarize:

  • Filtering Enabled has been best practice for nearly six years. This has been plenty of time for most game creators to catch up.

  • Roblox tried to allow players to opt-in, or to make it group / game only, but this still was abused by malicious users, so it went. It was made so Under 13s can’t join (this was still abused), and then friends only (still abused). Roblox decided it was better to have games not playable than have them abused and making them liable to some of the things that happened in Non-FE games (which are now moderatable for them)

  • Roblox continues to develop very good anti-exploit measures, which are certainly not trivial to bypass - there is lots of money in reversing it though (six figure $$+), and where there is money, there is motivation, and hence a bypass is always found.

  • FE is not a “bandaid” solution - it is industry practice in nearly every technology circle. It is the only solution that is guaranteed, to a reasonable extent, to protect a server from client interference. It isn’t an “anti exploit” - it’s a policy setting that enforces the client-server model. You will have to look far and wide for any other major 2019 multiplayer game that doesn’t adhere to this model.

  • Developers can still develop their own anti-exploits, but is it impossible for developers to create an anti-exploit that is able to secure as effectively as FE.

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fireboldofdeath was referring to the <13 not being able to join experimental games.

Don’t bother asking the question then because these are the exact answers to this question. You can’t and you shouldn’t. Non-FE environments are awful design structures and you never should have a reason not to use it.

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I was referring to this comment made here:

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Not having Filtering Enabled in the first place was a mistake.

It was bad practice, and any security expert can confirm what I’m saying here.
The entire internet is based on client-server connectivity, and letting clients manipulate games is a horrible experience for any player in your game.

Even now, after Filtering Enabled was enabled, we still experience exploiters. They ruin the experience and there are a lot of them. Disabling filtering enabled would result in literally any game to be exploited again. That would again result in people abandoning Roblox, and there is no point in making a game on Roblox if nobody is playing it, right?

The fact that Roblox didn’t start off with this security measure in the first place was actually a very big mistake, which led to many developers getting used to direct client-client communication (or allow clients to do anything). A more precise term would be “to let any client replicate anything to anyone”.

I do understand what you feel about it, but it just takes some time learning it and you will understand that currently this is the only good of communication between the client & server.

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Even if you simulated this for whatever reason all the benefits of not having FE are lost. You will still run into issues like latency and lack of client control because under the hood you’re still using the FE model.

There’s literally no reason to have a simulation of a “non FE” environment. It’s a huge waste of time and resources.

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how long have you been trying to make games on Roblox, and actually utilizing the Dev Hub as well as the many youtube video tutorials out there right now?

You are literally asking for something that’s IMPOSSIBLE to make. There is no “one vaccine cures all”

Before FE

Exploiters were able to create an exploit for one game extremely easily and it would work everywhere on Roblox.

After FE

Roblox is now properly split into two environments, the client, and the server. This way whatever the exploiter changes in their client does NOT replicate to the server and there for replicating to everyone else, however if you are to make a change in the server itself then all other clients get it.

Unless you give a proper use case for what you’re trying to make with non-FE then you’re just gonna get shot down…

There are a lot of classic games that have been remade, If you liked a game that no longer works now tell developers, get your friends to tell developers, or even better re-make it yourself and grow a fan base from it!

Roblox should never and will never give the community any possible chance for them to be exposed to inappropriate content which exploits can easily make

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Roblox already invests tons of money into client security. There is no such thing as a “better anti exploit.” I’ve written an article on exploit prevention. Any client code can be removed, modified, delayed, stopped, etc.

As noted before, FE is not a bandaid solution. It is the go to solution for any company. It is the developer’s job to secure their game and FE is the exact opposite of security, in fact it inhibits security. It is allowing anyone to do anything and in fact it was a bad choice for it to have been implemented, hence why it has been removed.

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You’re thinking about “filtering” completely the wrong way. That’s okay, I used to be confused and upset when this was first introduced because I didn’t understand it. This is why I’ve started referring to “filtering” as “networking” now, because of the negative stigma associated with the word “fitlering” on this platform. Thinking about networking is how you design real world games outside of Roblox. Developers are not going to take this platform seriously if multiplayer games don’t care at all about networking.

As I’m typing this, I was going to go much further in depth and explain why networking is not a “band-aid” solution, but @youshould_playobby beat me to it. :upside_down_face:

I would suggest learning how networking actually works. It isn’t actually as scary as you think. I used to make some of these same complaints with friends in a dev group a few years back, in which we blamed Roblox and called the idea of filtering stupid. In reality, we just didn’t understand it.

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Why do you want FE gone in your game? You still haven’t told us.

Before FE got forced, exploiters were literally using rape scripts on any game they liked - exposing minors to content they should never be exposed to. Pornographic images, sounds, animations and models were among the many, many problems that a game faced when not using filtering enabled.

Forcing FE isn’t even about industry standards - it’s about Roblox saving its public image and protecting itself against lawsuits.

You allowing this in your game is only going to turn people away and probably get the game deleted.

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Just take a look at all the hate youtube is getting over not moderating content targeted at children strictly enough. If roblox reverted to the good old days of exploiters suddenly making everyone in the server [CONTENT DELETED], the platform would get shot down.

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FilteringEnabled removes client authority on property changes, and there is no (simple) way to simulate the lack of it. If you want something similar to client authority for property changes, have a RemoteEvent which changes instance properties arbitrarily on client requests, ie:

-- server
game.ReplicatedStorage.ArbitraryPropertyChangeEvent.OnServerEvent:Connect(function(player, instance, property, value)
    instance[property] = value
end)

-- client
game.ReplicatedStorage.ArbitraryPropertyChangeEvent:FireServer(workspace, "Name", "hi")

You should however absolutely never have anything of the sort in any of your games. This opens up tremendous potential for abuse by exploiters.

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Here’s the problems with fe:

  1. It makes breaks old games.
  2. It causes delays in things like laser guns and basically anything else that needs information from the client.
  3. It breaks gears that people payed REAL MONEY to have, and that can’t be guaranteed to be fixed to work the way it used to, or even be fixed at all.
  4. It makes some things impossible to localize because some values can’t be changed or even be seen at all by a script.
  5. It opens the possibility for TONS of game breaking glitches.

If this is a feature request to allow users to disable filtering, you’re in the wrong category, and it will never happen. Please stick to your question.

Everyone else as well. You’ve all said your piece and it’s up to OP to decide what they want to do.

Stay on topic please.

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Heres the problem with not using FE:

  • You are allowing exploiters to do whatever they like in your game
  • Including exposing minors to pornographic content
  • Including circumventing all server-side security and doing whatever they like to other players, including loop killing, etc

Why on earth do you think Roblox is forcing it?

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