I love how many people keep whining about stuff that’s literally covered by the topic itself. This is extremely janky, and not a good solution, but the only one that exists. The initial hours are critical to long-term game performance and this should allow you to reach that required player count where DDOSing no longer becomes viable thanks to the total server count. I guess this could be automated, but that’s outside of what’s allowed by Roblox.
Holy crap I read like all the replies on this post, and some of you need to stop calling this dude’s idea stupid.
First of all I replies thinking that a DDOS attack is caused by a backdoor which is simply wrong.
2nd if anyone has ever read what happens when people get DDOSED you know that it does not ever matters how small your game is, people will literally do it for no reason sometimes just to ruin a dev’s game for no reason (some people are severely mentally ill and act like this), I’ve seen cases where the ddosers just dont stop after months (I am not joking).
Yes this dude’s idea might also destroy player counts to some extent but if any of you have ever seen what a ddoss attack looks like, sometimes it gets so bad where doing a thing like this is the only solution, even worse some things like carnage are already able to take down UDMUX protected servers.
Yeah “simple method” interesting. What may that be? POV: your game is being ddossed and every new unsecure server is getting booted. Please sir enlighten me
Another idea would be to make the game have a lobby place where the user can browse avaible servers and connect to them via there, this way they dont have to always create new servers that are protected.
This also works well if you want to restrict access temporarily to new users since even if you make your game kick new users, they are still able to grab the server’s IP and ddoss it, and if you put a place that acts as a lobby and kick them from there, they are unable to grab ips from servers hosting matches.