Not sure if this is the right place to be asking this, so let me know if I need to change the topic category, please.
So, I’m working on a platformer fighting game right now and had set up a knockback system for client and server-sided use. (My game uses AI and players) I know client knockback can be modified and exploited, so I set up a system to detect if for:
- My knockback system has to use the player to handle the knockback, and…
- If they’re in the correct position according to calculations and kinematic formulas.
From testing, it seems to work well for people with good latency. I do know that my game would come across players with higher ping, (like myself currently) so I was going to also add to my formula on using the player’s current ping to make sure they’re in the right position or not. I could just also move them to the right position even if they’re lagging, so maybe I would throw this out the window.
So, I was going to add it to my formula, right? But, I came to this thinking of exploiters possibly exploiting this too somehow, by emulating a ping to the server that they’re not actually having. (Like setting their ping to 500 ms to the server, when in reality it’s just 70 ms) Can exploiters actually do this, or am I just overthinking this? Wanting to know, since I’m still trying to study the different ways exploits could occur in an advanced level.
I’m not looking for just “yes, they can do that” or “no, they can’t”, I do want some information or something to research on since I can’t seem to find that information on the forum anywhere. If you do reply, thank you for your input/response ahead of time. :^)