#WHENEVER I TRY TO ATTATCH MY SCRIPT EXECUTOR ROBLOX CRASHES SOFTWARE#
How would putting more tools in the hands of the developers making the exploited software make things worse? They’re already being exploited? If the best defense people have right now is trying to HIDE an IP address, then I think that’s about exactly as much defense as trying to hide your home address from a potential stalker/threat.
I just definitely can’t see eye to eye with many of these statements, especially saying that offering more control will make network hacking worse. But that doesn’t mean there’s nothing that can be done for prevention, damage control, and retaliation.) They’ve been around since the darkages of the internet and are still around for a reason, they work. (I guess I should also clarify that there is no STOPPING a DDOS attack. You can take a look at several discussions on DDOS solutions with a simple google search so I won’t derail the thread into the in and outs of how or why. Don’t get me wrong, scaling up the bottleneck helps, but it’s definitely not the only solution to the problem. If this weren’t the case then all of the large tech companies wouldn’t stand a chance. Especially with how Roblox operates taking a sort of pseudo-publisher stance and taking the brunt of the responsibility for the games their user’s create, it probably isn’t wise for them on a number of levels to do this.īut DDOS attacks can be and are dealt with on a daily basis by thousands of companies world wide and it’s certainly not by banning each IP that causes the issue. So in that sense, I do agree letting a bunch of children grab the reigns of the socket layer would no doubt be chaotic, as you put it.
Heck even RPGMaker has enough plugin support to hookup to node.js/socket.io.īUT I will relent that they also don’t exist as the same form of “community of creators” that Roblox does. (Though admittedly, the latter is hardly applicable here.) The big current “free” engines being Unity, Unreal, and GameMaker all offer some form of socket management. This is coming from 15+ years of game development across multiple smaller engines as a hobbyist and 12 years under various consumer facing companies both minor and major.
In fact, Roblox is one of the very few platforms I’ve encountered that doesn’t expose socket creation/control at some level. Well, with due respect, I just cannot agree that other engines don’t offer up packet control.