Board Thread:Suggestions/@comment-24108228-20140703235414/@comment-24899099-20140820100331

Potateyo wrote: Freezekiller450 wrote: Qoazi wrote:

NoBanana wrote: A hacker could simply remove the baseplate. Blowing everything up is less damaging, and will keep the hacker content for long enough for the admins to arrive and remove the hacker. This is IMMENSELY easier to hack until it had 99^99 Gunpowder than it is to remove the baseplate, We're talking a few clicks of the mouse and you're done. And then we get hurtled through space, slingshot around the sun, and get thrown into the Mesozoic era.

Freeze could you please stop describing the explosions?

Btw, crashing the server is better than complete obliteration by removing the baseplate, as when everyone leaves, the server gets deleted (i think) and everyone can join a fresh server (not to mention the exploiter's comp will crash too)

You're right the server does get deleted if everyone leaves and noone joins back quickly enough, And with the server crashed noone can join back in. However it is Very unlikely that the exploiters comp will crash, Or even get a lagspike lasting over half a second at all.

FredeyFly wrote: Qoazi wrote: We could also use the barrel to duplicate Gunpowder using the hacks, Then building a huge block of 99^2 gunpowder and crash the server Wheres the fun in that? They are going to see a super red screen then white. It's probably going to lag their CPU a ton too. Lag their CPU? Why would it? Robloxplayer will crash, That's it, 5 seconds later Everything is normal and they can go on to the next game again. This isn't like minecraft, Roblox will crash, Minecraft will do Everything it can to render it no matter what, Practically never crashes and if you wait 5 minutes on minecraft then Everything will be normal again after the explosion.

An Observer wrote: Why can't we have the game refuse processes that would crash it?

What we would need is an identifier, and a forbidder. Just set some definitions for the identifier (greater than explosions rendered within time, for example), and permissions for the forbidder (disable explosion physics, damage, and decals for time).

All of these values do NOT need to be adjusted on a game to game basis, or even need to be updated outside of the master copy in Studio, so whatever protections and locks that can be offered for these values should be given. A script removing every single decal quickly enough would simply tip the scale and make it crash anyway i'm afraid. The only real solution would be too have this script execute very early, But then we'd lose the ability to Watch large explosions D: Like 4 gunpowder.