Common Client-Server mistakes

if you had a server sided anti cheat right, if I recall setting the speed there wouldnt affect the client much if they set it back, and then since the server has to keep setting it back it just uses up memory, which then lags everyone.

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The pros are much better than all cons together.

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And? most cheaters canā€™t do that, and you can change location of it with update, soo cheaters have to rewrite their code, this is annoying for them when they have to do it every week or soo

Good anti cheat means more resources needed to run it which means less performance and overall worse performance for average players

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Iā€™ve never seen an anti cheat that has stopped all exploiters, not even one thats stopped let alone 50%. Truth is theyā€™ll break em no matter what you do. Unless you want to spend your life updating your anti cheat every day then this really isnt a good option

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Unsafe in what measure? Would you rather have a less enjoyable, possibly clunky experience for the player or worry more about exploiters just changing a single value?

Think about it - A player is running from something dangerous. It would be frustrating for the player if they had a slight delay that could make a difference between life and death. Especially when you introduce more movement like runjumping and such.

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Ok wait, have you even seen an anti cheat this good? If so where? Cause if there is one as good as you say I would very much like it lol.

omg please, Anticheats can check how fast a player is moving. When thats faster than the max speed they are allowed to just perform actions on them. Kick/Ban do whatever you want. Theres no memory leak. Read in the docs whats the max memory and then come back. A good anticheat makes like + 400memory. Thats absolutely nothing. Dont worry over performance that much, worry about expolits.

When they had a delay the whole character would have it.

And? low end device still will see the difference between +400 memory idk even how much it is, also character belong to client, soo no, it wouldnā€™t have it, network owner ship is there for some reason

There are much out there. Theres a really impressing one I think, I need to look in my favs rly quick.

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No, dont worry. Remember. max memory for every server is 6.25G I think. 400mb are nothing. Even the worst phone can handle that, especially cuz its on the server.

But we want as smooth experience as possible, and i donā€™t think you catch the point, server side anticheat makes this +400 memory for everyone, this mean entire server is slower, not one client

Clarify? Thereā€™s a difference between a lagspike and being stuck on 300ms or worse.

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Hmm well I like my performance a lot, so maybe to cut down on it we only start tracking the movement if they preform something that seems suspicious.
Ig that could work, but still

PS: I love how we are all arguing over this, what a nice community

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Not all cheaters are to dump to just look in there virtual explorer and view all local scripts/delete them.

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I think I answered this already somewhere below.

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@Misterx113 Sprinting should be handled client sided; thereā€™s no point in securing a value that an exploiter can change regardless. The serverā€™s only input for sprinting should be for something like VFX.

Placing unneccesary work on the server is the quickest way to degrade your gamesā€™ performance

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Then you should look again. [Its a rly good option to have a anti cheat if you dont want to end like prison live2

I wanted to say that most cheaters donā€™t even look into explorer but copy and paste scripts, soo even then? those few who are smart to write code can be overwhelmed by you updating game and changing some stuff in anticheat like name and place it inside place with other scripts soo he canā€™t delete it that easily