Engineering Note
Keeping Gameplay Server-Authoritative
A practical breakdown of why the client should never own gameplay outcomes, and how I structure remotes, validation, and state so exploiters have nothing to grab onto.
The Core Rule
The client should never decide a gameplay outcome. It can request things — open this case, accept this trade — but the server validates, decides, and persists. If you only remember one thing about exploit resistance on Roblox, it's that.
Where Exploits Come From
- -Remotes that trust whatever the client sends
- -Outcomes (rolls, payouts, rewards) computed on the client
- -State the client can edit and have the server believe
How I Structure It
Every remote assumes the caller might be hostile. Inputs are validated, abuse-prone calls are rate limited, and nothing the client says is taken at face value.
Why It's Worth It
Done up front, server authority costs a little extra structure. Skipped, it costs dupes, a broken economy, and emergency patches at the worst possible time. I'd rather build the foundation once.
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