What Exploit Preventatives Should I Use In My Game?

I’d like to start implementing anti exploit measures in my game. I’m curious what do you personally do about remote events on the client side? Do you kick players? Also, do you prevent NoClip/Speed Exploits? Honestly I’d just be happy to hear what you guys implement so I know what is worth implementing myself or not. I’m sure remote events are important to safeguard.

Really I’m just curious about what you personally use that makes you comfortable no one will be able to do anything game-breaking.

It’s a simulator so it’ll have all the features you’d expect.

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anything that ruins your game gameplay should be anti-exploitable, like
for example
not all exploits will ruin your game, if the game has combat system, just make sure the server handles all damage stuff, and make some report button so players can report exploiters

whatever, exploiters can’t do too much stuff, they can teleport and do etc
but, they can’t get items or something else, if your server is handled correctly and all data is on the server side , and when some exploiter tries to send false information, the server already has some function to detect true and false inputs,

for example, i have here some item ID = 5

when i’m upgrading weapons here, i just send the item ID, item name, item type, weapon type, and etc, So, the server will check if it exists on the player table,
IF the player sent ID 9, but everything else is fine, then this item doens’t exist,and he manipulated the data in some way,

the anti exploit will activate and he is dead

flying hacks and speed depends alot on how the game mobility, sometimes the player can lag and walk 500 studs, and trigger the anti exploit, since the server will detect the position of the player before and after,

about flying, normaly, this has no impact in any games, he is just flying, and he can easily will be reported eventually, also, creating regions in the air ( where the player is not supposed to be) is a good way

and something real good is

if the player is level 5, and he teleported to an area level 20( depends ) ban him, since the server will detect players in the region, he is not able to escape from it
everything that requires Level, Requirements, if the player is not able to reach that location without some ‘‘Item’’ or ''Requirement" then just ban him, he is playing smart somehow, for this, make sure you don’t do any mistakes, preventing normal legit players falling into anti- exploits for no reason

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You should attempt to prevent exploits that either give exploiters massive advantages or exploits that ruin other players’ user experience.

One exploit that I’d strongly advise preventing is flinging, luckily this is really easy to prevent without any bad impact on player experience, you can simply have a script turn off character collision (you can find many tutorials on this).

I’d also consider having an anti speed and noclip (as you suggested), but I would have big leeways because I assume the game won’t be very competitive.

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This is great advice! Thank you! A lot to take in here, but I think I’ll be able to manage. However if I’m doing Spells for instance, am able to have the level requirements also handled server side, or do I really just have to do client and implement these checks for anything related to a table that all checkpoints need to be met on?

I will have to look up guides on that as well, but seriously you’ve helped a ton!
I’ll be very careful to make sure no non exploiter gets banned, that would be terrible.
I was thinking maybe for flying in the sky to just do a kick, in case somehow a player got flown up there, but who knows, should be invisible ceilings anyways.