do localscripts from the game itself that modify character stuff or do stuff yk locally still work as intended or are they affected by the server auth thing like as if it was an injected script from an exploit
@@dropier simulations are performed on both client and server side to keep them in sync, so no local movement syncs with the server movement running in paralel
@@sandsgrainofsand5320script kiddie refers to someone who just grabs scripts off the Internet, and runs them hoping they work, many exploiters are just script kiddies but there are a number that make scripts, making them not a script kiddie. Oh also, as someone else pointed out, people are still working on reverse engineering Byron, but it's not in the uwp version, so exploiters just use that. Also, while this will stop a number of exploiters, I'm positive that if this game sees basically any success, someone will find a bypass.
@@CopperCogStudioyea, one thing when a guy in singleplayer game cheats for fun, and when he destroys and entire pvp game. (Though, except the unfixable movement and similar hacks half the time it's fault of the dev for making most script logic client sided.)
@@player9315 thats the thing, theres no longer a way to get arround the protection, cheats that are based arround imitating skill can never be patched fully. But movement cheats patched by the solution on the video can. Exploiters cannot modify anything on the server, all they can do is send inputs and the server will only listen to those.
Glad to see more devlogs for developing in roblox studio, I really like when devs go more into depth or their actual development process and how things work as it makes the video 10x more enjoyable. Keep up the good work and can’t wait for the next devlog
Ikr. Kreek made a stream where he 1v1ed the dip dip girl leader (search up dip dip girls if you don't know them) and when she had to prove if she is a hacker, she used a basic fly script on mm2 and got way more credit than she should have had
exploiters that fly and actually ruin the game and be little shits deserve to be called script kiddies. the exploiters that just want to troll for no advantage and stuff like that though are fine.
Nah byfron is just ass lol. It targets all exploits, but it's too shit to stop actively updated exploits that aren't using a trash, overused, or outdated API. It got bypassed by some geeks within idk how long, but it was pretty quick. The only reason it temporarily stopped ppl from exploiting was because it was a new roadblock, but now they know how it works, bypassing it wont be a problem for them. With time, it'll only become easier and easier until we're at the same point that we were before Roblox bought Byfron.
@@CopperCogStudio Because it's comparing your client's inputs to your characters movements. All it is, is a verification system between the client and server.
i quit exploting since its boring basically just get everything ohh!1!!1!1!1!! i actually want to play the game. Getting achievements like im actually getting them fair and square seems to sometimes put a smile on my face knowing that i accomplished something. If you think a game is hard then you should learn about trial and error. Then retry it over and over until you reach perfection.
Chickynoid, although it requires you to re do most of your game's code to work with it and to be determinisitic and run on server and client synced acordingly.
I dislike Knit due to its singleton based structure, also threes no point in having all the bridges for server and client communication since chickynoid already does this much better.
basic serverside anti cheat is 10x times better than this, you can just compare distances of old pos and new pos and tp players back, with bunch of other checks too which is like 10x lighter than this engine
Ah yes because a server sided anti cheat is so much better than a technique used by all triple A games. MAN i love using my server sided anti cheats and constantly getting rolled back due to the false positives. Oh yeah also chickynoids run faster than humanoids, you can have 100 chickynoids with physics calculated on the server, and no issues.
@@CopperCogStudio you're comparing triple A servers to roblox servers, not to mention limitations like ragdolls, now onto false positives with basic server sided anticheats? you can literally make it better take account into a lot of things this chickynoid thing would roll back you too if you for example disconnect and move too far it suffers exactly the same problem? not only are serversided checks simpler, they dont strain the server that much with the addition its like 20x times easier to work with "chickynoids run faster than humanoids" well that is true but you are allowed to spare a lot of cpu power since server doesnt need to render anything, with the addition chickynoids use wayy much more bandwitdh than humanoids (while also using decent amount of servers cpu) on average chickynoids demo place received 8kb/s for me thats an empty server with no content basically while jailbreak a fairly big game with lots of content received 9-10 kb/s and an empty game that uses humanoids, and has few humanoid characters received 1kb/s on average and higher send/recv rates increase ping so is it exactly faster? when it uses tons of bandwidth compared to the alternative?
@@Boi-ii2lm Chickynoids use LESS bandwith actually due to the serialization and compression it uses to be able to constantly send data between clients and servers with no problems, The developer of chickynoid has stated that the benefits of chickynoids are only noticeable when you have more chickynoids running rather than just 1. devforum.roblox.com/t/chickynoid-server-authoritative-character-replacement/1660558/41?u=cctvstudios Running chickynoids on the server barely uses CPU power even on roblox servers, and this is expected to further improve once it is compatible with paralel luau, the only issue atm is with terrain and meshpart collisions because its impossible to get the collision data, so chickynoid manually gets the convex hulls using algorythms that do waste a lot of performance, this is also expected to not be a problem anymore since all we neeed to wait for is for roblox to release shapecast margins. devforum.roblox.com/t/chickynoid-server-authoritative-character-replacement/1660558/74?u=cctvstudios devforum.roblox.com/t/chickynoid-server-authoritative-character-replacement/1660558/334?u=cctvstudios Chickynoid barely has rollbacks because its not a system checking if you are going faster than usual or something, it just runs the physics for a character on the server, and all it recieves from the client are inputs, the rollback you will experience are only for the client sided character used on client prediction, and they will only trigger if your connection is unstable, it doesnt matters if its slow since it works fine with 900ms ping. devforum.roblox.com/t/chickynoid-server-authoritative-character-replacement/1660558/7?u=cctvstudios Roblox also said they are bringing up to the team if they can add UPD remote events which should be even faster than normal remotes as they are unreliable and unordered, so everytime the server sends data to the clients every frame it doesnt matters if one doesnt arrives because the next one will arrive and the client will just update to the most recent one. I will not reply to any further comments anymore because this is not up for debate, while bringing fair points like physics limitations for ragdolls, if you need a ragdoll you can just spawn one running on roblox's deffault physics for corpses and such, just like i did on my game: ua-cam.com/video/KfpANVdP4k8/v-deo.html
@@CopperCogStudio eh i still dont believe its faster, because you're comparing code that runs in C with code that runs in luau, if you provide some evidence of it being faster then i might believe
Like?, also i should have been more clear,? This only stops exploits related to in game mechanics, skill based cheats such as aimbot and esp will always be there no matter what, however i have been thinking of setups to catch exploiters that i will include into my admin system although i cant reveal much for security reasons.
@@CopperCogStudio the script that bypassed it was deleted (or at least buried in old github commits), but from what i understand it basically faked lag by making your character only update serverside once it got far enough away from the clientside position, letting you use like 40 walkspeed and not get flagged
@@charlies-stuff 🤦 Thats not even how it works, Faking lag does nothing, in fact it hinders you because ping is registered through the same pipeline where packets are sent from meaning by faking lag you also deny those packets from arriving to the server that contain your inputs. Also there's no such thing as getting flagged, chickynoid is not a system verifying your movement, it completely fixes the problem by handing the physics work to the server and letting the client have a dummy character that moves instantly to make it seem responsive and mask latency. Just because your client character is moving faster doesn't means the server one is. I suggest you read about how server authoritative movement works, Chickynoid only has a few security issues rn due to the limitations of reliable remotes which will get fixed once roblox releases UDP based remote events.
Byfron (company) made an anti-tamper for roblox named Hyperion (the anti tamper) You can search up the definition of anti-tamper. It's from the same devs that worked on Vanguard and Fortnite anti tampering stuff if i remember correctly
but it just makes it harder to modify roblox itself. And when i say hard i do mean really hard. I'm sure it has already been bypassed but nobody wants to release a public bypass because it's not even at it's highest power
Moving objects themselves cannot have any physical impact with a player since they dont run on the same physics engine so forces dont translate to each other. so its weird
I’m wondering how your game is going to handle multiple inputs per frame - it’s entirely realistic for a person to press two keys at the same time; especially if we’re stuck at 60 ticks per second heartbeat rate. Since Roblox doesn’t support UDP yet (pls roblos add) how are you wrapping your head around that? I’m trying to make my own server authoritative movement so I can make a more accurate lag compensation hit registration that simply isn’t possible by using default Roblox behaviours (trust me, I’ve tried. It’s about 60% accurate which is not good enough for any FPS game)
i don't understand is this supposed to be an anti-cheat, when all it does is have a copy of ur character that runs on the servers physics? is the server forcing the client to adhere to the copy? is the server checking speed and states? is this all implied when he says "the SERVER'S physics"? from my understanding of this video this is borderline useless BY ITSELF, unless you're implementing the actual authoritative commands that listen to your speed (or does chicynoid already do this? and if so what exactly are these authoritative commands? this video is very unclear) lmk if u have other opinions
The simplest way to put it is, you have a servef sided character, when you press an input it is sent to the server and ran on your server character. However you also have a fake character that only you can see on your screen that updates instantly and stays in sync with the server's character, its called client prediction and its used to make movement feel responsive without needing to wait for the server.
@@CopperCogStudioah i see, so your client character does adhere to the server character, and you control the server character with inputs. thank you for clearing that up!
@@S4lvadr i dont think you have any idea how chickynoid works, the bottom line is that it's server authoritative and there's little that an exploiter can do about it. a client can perhaps lie about delta time between frames, and that's pretty much it, server side checks should mitigate its effects there's noway an exploiter can fly around and no-clip through walls
@@1B0NE1 Person A: Played the game legit and achieved the the power that is supposed to be difficult to achieve since it's slightly overpowered, Person B: Just autofarmed their way through the game but doesn't use PVP exploits strictly PVE. Person A & Person B enter a duel, Person A has the slightly op ability since they took time to farm for it legit as intended, and therefor getting rewarded for their efforts. Person B can use the same overpowered ability with little to no effort, the only real effort being downloading the script. It just isn't fair no matter how you put it
Go test the game yourself here:
www.roblox.com/games/11381933264/Untitled-Network-Test-Networking-update-soon
keep in mind it's just a demo.
do localscripts from the game itself that modify character stuff or do stuff yk locally still work as intended or are they affected by the server auth thing like as if it was an injected script from an exploit
@@dropier simulations are performed on both client and server side to keep them in sync, so no local movement syncs with the server movement running in paralel
they don't deserve that title, they're called script kiddies
@@sandsgrainofsand5320script kiddie refers to someone who just grabs scripts off the Internet, and runs them hoping they work, many exploiters are just script kiddies but there are a number that make scripts, making them not a script kiddie. Oh also, as someone else pointed out, people are still working on reverse engineering Byron, but it's not in the uwp version, so exploiters just use that. Also, while this will stop a number of exploiters, I'm positive that if this game sees basically any success, someone will find a bypass.
i have an idea if player doing cheat a entity chase and bans exploiter
as an exploiter myself I hope more devs start implementing server auth systems on their games
True, cheaters kill games and roblox keeps doing nothing about it but teach people to play anims on the client and physics there too.
@@CopperCogStudioyea, one thing when a guy in singleplayer game cheats for fun, and when he destroys and entire pvp game.
(Though, except the unfixable movement and similar hacks half the time it's fault of the dev for making most script logic client sided.)
I do speed hacks on like baseplates and stuff I don’t really want to kill people
I usually help others that are having trouble with something or just have fun with others
When i do exploit i just help others or have some fun (not torturing other ppl)
Nice work on making some solid bangers. Keep up the good work
Thanks, your words actually motivate me .
the title is quite bold as every programmer should know there is no 100% guarantee to stop hackers they will always find a way with enough given time
although any teleportation is patched until any vulnerability arises
@@player9315 thats the thing, theres no longer a way to get arround the protection, cheats that are based arround imitating skill can never be patched fully. But movement cheats patched by the solution on the video can. Exploiters cannot modify anything on the server, all they can do is send inputs and the server will only listen to those.
@@CopperCogStudio what about people with latency issues 300ms and it starts getting wonky on chickynoid
@@CopperCogStudio great work btw
Glad to see more devlogs for developing in roblox studio, I really like when devs go more into depth or their actual development process and how things work as it makes the video 10x more enjoyable. Keep up the good work and can’t wait for the next devlog
me with 1 month experience of coding being just plainly confused
You still have a long way to go my friend.
Better than megascatterbomb trying to solve TF2.
funny thing is TF2 already uses this system, its why you dont see TF2 bots start flying and deal 1000 dmg, and wall hacking.
"Hacker: THANKS FOR YOUR SECRETS. NOW I CAN STEAL IT AND HIJACK HAH!"
uhh yeah gl doin that
True, already bypassed it, this Guy is an idiot,
@thecursors4506 I think you know this, but I was joking.
@@RuthMartinez-o7i To bypass server authoritative systems requires you to bypass the server, or literally ROBLOX ITSELF. That's not happening.
@@RuthMartinez-o7ime when i lie
gotta love the fact he uses the tjoc theme for his outro
they don't deserve that title, they're called script kiddies
best comment 2023
Ikr. Kreek made a stream where he 1v1ed the dip dip girl leader (search up dip dip girls if you don't know them) and when she had to prove if she is a hacker, she used a basic fly script on mm2 and got way more credit than she should have had
exploiters that fly and actually ruin the game and be little shits deserve to be called script kiddies. the exploiters that just want to troll for no advantage and stuff like that though are fine.
@@sol-itary I'm talking about calling them "hackers"
nah. theres a difference between script kiddies and normal exploiters. plus jjsploit doesnt bypass byfron?@opensearch-
pretty sure byfront counters free and cheap exploiots so the more expensive ones can be used
me when mictosoft store roblox avaliable 🗿🗿
@@realphantombunny ah ok.
Nah byfron is just ass lol. It targets all exploits, but it's too shit to stop actively updated exploits that aren't using a trash, overused, or outdated API. It got bypassed by some geeks within idk how long, but it was pretty quick. The only reason it temporarily stopped ppl from exploiting was because it was a new roadblock, but now they know how it works, bypassing it wont be a problem for them. With time, it'll only become easier and easier until we're at the same point that we were before Roblox bought Byfron.
3:20 Is the system still open-sourced?
cancelled system no longer works, do not use it
@@CopperCogStudio fr?
BEST EXPLANATION UA-camR EVER NGL
i like this! make more devlogs
As an exploit maker i can say : there is nothing we can do
There is so much we can do
Mans forgot remote events and the fast fly and other breaking exploits for chickynoid
@@nopfp416 I didn't know much about scripting 5 months ago lmao
This anticheat when some kid that's been programming for a month figures out how to spoof the inputs within 30 minutes: 😱😱😱😱😱
Its not an anti cheat thats the whole point, idk how "spoofing inputs" would even affect the game since the character is still moving as normally???
@@CopperCogStudio Because it's comparing your client's inputs to your characters movements. All it is, is a verification system between the client and server.
i quit exploting since its boring basically just get everything ohh!1!!1!1!1!! i actually want to play the game. Getting achievements like im actually getting them fair and square seems to sometimes put a smile on my face knowing that i accomplished something. If you think a game is hard then you should learn about trial and error. Then retry it over and over until you reach perfection.
uwp ~= bypassing byfron
its just a workaround
your channel is really cool
thanks, comments like these motivate me to do more videos.
Nice video! Please continue!
Im sure that there is document explaning the physics priority and how to switch it from client to server side
If you swicth the network ownership to the server, You get a delayed gross character.
back in 2008, character movement was handled completely on the server. if you lost connection, you could not move at all.
MAKE MORE OF THIS!!!!!!!!!!
You have been growing nice bro👍
Thanks
cool video
This is cool, how did you implement the server authoritative stuff? It'd be helpful in my games since they struggle with speed hackers / fly hackers.
Chickynoid, although it requires you to re do most of your game's code to work with it and to be determinisitic and run on server and client synced acordingly.
I recommend using the Knit framework for this type of game
I dislike Knit due to its singleton based structure, also threes no point in having all the bridges for server and client communication since chickynoid already does this much better.
@@CopperCogStudio i use it because it organizes my scripts better and it just feels safer, but i understand why you wouldnt want to use it
sleitnick said not to use it
it slowed down development for me so much so I just made my own framework and networking. personally it was a good idea
Holy crap I just sneezed
Bro dropped his condiments on the process...
chickynoid turtorial plz
17+ content my friend ,,[...]Realistic blood[...]"
Don't care.
Me with true serverside
:)
basic serverside anti cheat is 10x times better than this, you can just compare distances of old pos and new pos and tp players back, with bunch of other checks too which is like 10x lighter than this engine
Ah yes because a server sided anti cheat is so much better than a technique used by all triple A games. MAN i love using my server sided anti cheats and constantly getting rolled back due to the false positives.
Oh yeah also chickynoids run faster than humanoids, you can have 100 chickynoids with physics calculated on the server, and no issues.
@@CopperCogStudio you're comparing triple A servers to roblox servers, not to mention limitations like ragdolls,
now onto false positives with basic server sided anticheats? you can literally make it better take account into a lot of things this chickynoid thing would roll back you too if you for example disconnect and move too far it suffers exactly the same problem?
not only are serversided checks simpler, they dont strain the server that much with the addition its like 20x times easier to work with
"chickynoids run faster than humanoids"
well that is true but you are allowed to spare a lot of cpu power since server doesnt need to render anything, with the addition chickynoids use wayy much more bandwitdh than humanoids (while also using decent amount of servers cpu)
on average chickynoids demo place received 8kb/s for me thats an empty server with no content basically
while jailbreak a fairly big game with lots of content received 9-10 kb/s
and an empty game that uses humanoids, and has few humanoid characters received 1kb/s on average
and higher send/recv rates increase ping
so is it exactly faster? when it uses tons of bandwidth compared to the alternative?
@@Boi-ii2lm
Chickynoids use LESS bandwith actually due to the serialization and compression it uses to be able to constantly send data between clients and servers with no problems, The developer of chickynoid has stated that the benefits of chickynoids are only noticeable when you have more chickynoids running rather than just 1.
devforum.roblox.com/t/chickynoid-server-authoritative-character-replacement/1660558/41?u=cctvstudios
Running chickynoids on the server barely uses CPU power even on roblox servers, and this is expected to further improve once it is compatible with paralel luau, the only issue atm is with terrain and meshpart collisions because its impossible to get the collision data, so chickynoid manually gets the convex hulls using algorythms that do waste a lot of performance, this is also expected to not be a problem anymore since all we neeed to wait for is for roblox to release shapecast margins.
devforum.roblox.com/t/chickynoid-server-authoritative-character-replacement/1660558/74?u=cctvstudios
devforum.roblox.com/t/chickynoid-server-authoritative-character-replacement/1660558/334?u=cctvstudios
Chickynoid barely has rollbacks because its not a system checking if you are going faster than usual or something, it just runs the physics for a character on the server, and all it recieves from the client are inputs, the rollback you will experience are only for the client sided character used on client prediction, and they will only trigger if your connection is unstable, it doesnt matters if its slow since it works fine with 900ms ping.
devforum.roblox.com/t/chickynoid-server-authoritative-character-replacement/1660558/7?u=cctvstudios
Roblox also said they are bringing up to the team if they can add UPD remote events which should be even faster than normal remotes as they are unreliable and unordered, so everytime the server sends data to the clients every frame it doesnt matters if one doesnt arrives because the next one will arrive and the client will just update to the most recent one.
I will not reply to any further comments anymore because this is not up for debate, while bringing fair points like physics limitations for ragdolls, if you need a ragdoll you can just spawn one running on roblox's deffault physics for corpses and such, just like i did on my game:
ua-cam.com/video/KfpANVdP4k8/v-deo.html
🤯
@@CopperCogStudio eh i still dont believe its faster, because you're comparing code that runs in C with code that runs in luau, if you provide some evidence of it being faster then i might believe
Sweet video.
yez
MORE VIDEOS!
working on the next one
no more exploiters is the best update but there are some cons
Like?, also i should have been more clear,? This only stops exploits related to in game mechanics, skill based cheats such as aimbot and esp will always be there no matter what, however i have been thinking of setups to catch exploiters that i will include into my admin system although i cant reveal much for security reasons.
@@CopperCogStudio i have no coding experience but its it possible to make fake players that can prevent aimbot
noooo!!! not gore in a kid's game!!! the horror!!!
haha cool ketchup go brrr
chickynoid is pretty easy to bypass lmao
Could you elaborate on how?
@@CopperCogStudio any external script will completely beam chickynoid into irrelevance
@@CopperCogStudio in fact bedwars has a version of chickynoid and im still standing
@@CopperCogStudio the script that bypassed it was deleted (or at least buried in old github commits), but from what i understand it basically faked lag by making your character only update serverside once it got far enough away from the clientside position, letting you use like 40 walkspeed and not get flagged
@@charlies-stuff 🤦 Thats not even how it works, Faking lag does nothing, in fact it hinders you because ping is registered through the same pipeline where packets are sent from meaning by faking lag you also deny those packets from arriving to the server that contain your inputs.
Also there's no such thing as getting flagged, chickynoid is not a system verifying your movement, it completely fixes the problem by handing the physics work to the server and letting the client have a dummy character that moves instantly to make it seem responsive and mask latency. Just because your client character is moving faster doesn't means the server one is.
I suggest you read about how server authoritative movement works, Chickynoid only has a few security issues rn due to the limitations of reliable remotes which will get fixed once roblox releases UDP based remote events.
Can someone explain to Me what byfron actually does/prevents and is it automatically implemented
idk what it does, but from what i know, Roblox from the Windows Store didnt have it, so hackers used that.
yeah so apparently they used some things to repair hacks in 64 bits but they forgot about 34 bits (phone)
its an anti cheat.
Byfron (company) made an anti-tamper for roblox named Hyperion (the anti tamper)
You can search up the definition of anti-tamper.
It's from the same devs that worked on Vanguard and Fortnite anti tampering stuff if i remember correctly
but it just makes it harder to modify roblox itself. And when i say hard i do mean really hard. I'm sure it has already been bypassed but nobody wants to release a public bypass because it's not even at it's highest power
what, are you that legendary guy named rufus14?
No
@@CopperCogStudio damn, am sad
Are you CCTVStudios?
@@XaneMyers yes
How would the character controller work with moving objects? Since the update times can be different, won't it cause problems?
Moving objects themselves cannot have any physical impact with a player since they dont run on the same physics engine so forces dont translate to each other. so its weird
@@CopperCogStudio So if there were to be a moving platform, everyone would see it differently? Including the server and each player.
@@MarkedThing ???
@@CopperCogStudio Nevermind, I just didn't understand what you meant, thank you!!!!!!
I’m wondering how your game is going to handle multiple inputs per frame - it’s entirely realistic for a person to press two keys at the same time; especially if we’re stuck at 60 ticks per second heartbeat rate.
Since Roblox doesn’t support UDP yet (pls roblos add) how are you wrapping your head around that?
I’m trying to make my own server authoritative movement so I can make a more accurate lag compensation hit registration that simply isn’t possible by using default Roblox behaviours (trust me, I’ve tried. It’s about 60% accurate which is not good enough for any FPS game)
Follow up question: does chikynoid include some sort of lag compensation, or are you doing that all yourself?
Chickynoid already solves all of that, also check the newest vid to see the state of the game.
i don't understand
is this supposed to be an anti-cheat, when all it does is have a copy of ur character that runs on the servers physics?
is the server forcing the client to adhere to the copy?
is the server checking speed and states?
is this all implied when he says "the SERVER'S physics"?
from my understanding of this video this is borderline useless BY ITSELF, unless you're implementing the actual authoritative commands that listen to your speed (or does chicynoid already do this? and if so what exactly are these authoritative commands? this video is very unclear)
lmk if u have other opinions
The simplest way to put it is, you have a servef sided character, when you press an input it is sent to the server and ran on your server character.
However you also have a fake character that only you can see on your screen that updates instantly and stays in sync with the server's character, its called client prediction and its used to make movement feel responsive without needing to wait for the server.
It is impossible to cheat because all you can really do is send inputs to the server, nothing you do on your client matters. It is not an anti cheat
@@CopperCogStudioah i see, so your client character does adhere to the server character, and you control the server character with inputs. thank you for clearing that up!
@@EzWorkzzStudios calm down, he was just asking a question, and look now he knows it's called like that too! :D
Nice
nuh uh
Yuh uh
@@CopperCogStudioidk man you gotta watch out, he is THE evilhacker601 and he is so evil..........
just use there weapon against them but with more people simple
Hey have you hired a profesional script maker or anybody known for bypassing anti cheats to check for vunerabilities?
no, I already know how everything works so most things can just be planned and secured.
still decently easy to bypass
stop please
@@CopperCogStudio but he's saying the truth, i don't think it'll be easy but no game is perfect
@@S4lvadr i dont think you have any idea how chickynoid works, the bottom line is that it's server authoritative and there's little that an exploiter can do about it. a client can perhaps lie about delta time between frames, and that's pretty much it, server side checks should mitigate its effects
there's noway an exploiter can fly around and no-clip through walls
umg?!?
REPLICATION SUCKS!!!
not all of them are bad.
Tell me 1 good application of hacking that doesnt involves preventing other hackers.
@@CopperCogStudio some people mind their own business, or do things like add their own funny things like a hard fight.
@@1B0NE1 Person A: Played the game legit and achieved the the power that is supposed to be difficult to achieve since it's slightly overpowered, Person B: Just autofarmed their way through the game but doesn't use PVP exploits strictly PVE. Person A & Person B enter a duel, Person A has the slightly op ability since they took time to farm for it legit as intended, and therefor getting rewarded for their efforts. Person B can use the same overpowered ability with little to no effort, the only real effort being downloading the script. It just isn't fair no matter how you put it
its extremely hard to put into words@@Ako_Shiba
@@1B0NE1 shudup loser gaster blast!!!
rufus14 is real
your channel is a hiddengem
Thanks
real@@CopperCogStudio