Common Client-Server mistakes

it was a joke, after 2 hours of arguing, see that those solutions are being pointless, simply he can make client-side anticheat for noob cheaters and secure his remotes, he would be fine 100% with that, some random guy that cheats is not problem anymore

i am sure that most of roblox exploiters are players who just dawnload a modded version of roblox and the others execute some scripts that they copied and both of them no nothing about scripting
if you added a client anticheat it would be good and will deal with most of the exploiters without increasing ping also for competitive games you can simply add votekick system
making a anticheat on the server will always make false positives if the player ping is abit high or if the player is lagging that sometimes happened to me in bedwars when i were playing it 1 year ago their anti cheat is good but made me laggy some times and there would be always exploiters in any game even if it have super good server anticheat it will still have exploiters

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I listed you some real examples. Also Only so you know, pet simulator has a anti cheat

Come forward from the moon. I think it would do you good. Really get to grips with the subject, rather than just repeating the same old false narrative over and over again and making nonsensical arguments.

Yeah, it has a anticheat, but the amount of scripts floating around should kind of tells you that it was bypassed. Anticheat gets updated? Scripts get updated to bypass again. Cat and mouse game.

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These could be some modules. But a anti cheat is only very good and can work well with a server side.

and there would be always exploiters in a

Even one exploiter less is a big win.

really? for what? to make people buy gamepass for hoverboards? please tell me, where someone can cheat in pet simulator that will harm others? i’m waiting

it will do alot of false positive results if the player is lagging so

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I didn’t take anything out of context. Your claim is that the client changing values isn’t a problem because it can be verified on the server.

This was in response to what I said:


This:

Shouldn’t be an issue because remotes shouldn’t/aren’t required to verify this information.

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Tp [to money drops], speed, and much more

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You can detect lag

Money drops? then it’s remote issue or devs lazyness, who allows someone to drop money bags???

Speed doesn’t harm others, much more? what is much more then?

t’?
How can I be so misunderstood / misinterpreted?

yea, this is my claim.

Situation (bad): The client makes the stamina system, if you have more than 0 stamina you can run, if you run the stamina goes empty.

And thsi was my claim for this situation.

Did you even played the game? When you destroy smt you have to collect things that come out. If there wasnt a anti cheat like one I send a tutorial in here, you could teleport to them so you dont have to walk there. But there are also games where exploiting makes a critical change to the game.

Exploited speed can harm the game it much ways. e.g in a race.

And I’m not going to discuss your abstruse statements with you anymore. I advise you to deal with the subject a little. Bye. @0786ideal

Using your server method: check the player’s speed from the server point of view; if they’re going beyond a certain speed than should be, then they’re likely exploiting.

To figure out how fast they should be moving, you should have a function stored in a ModuleScript that allows the client and server to compute a number represeting the player’s sprint speed, then just compare that with their actual speed (ping included).

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At the end i’ll add one thing, no matter if player cheats or not, in most cases players doesn’t care, many games have cheaters, most of them even can’t code and they copy-paste internet scripts dowloaded from some suspisious website, money bags or magic gun that shoots planets are not quests of anti-cheat rather secure remote events and functions.

I understand that you want to show us your argument is correct, but it’s wrong, players doesn’t care, anti-cheat’s role is to prevent players from speed hack, jump hack and flight, but those can be easily bypassed, i can shoot ray 5 times a second and check magnitude but this can affect performance.

not everyone have NASA computer that can run everything smooth, most players have bad connection and bad PC’s or mobile devices, soo even small performance drop can affect their gameplay, the most important thing is to make players happy.

As for anti-cheats, speed is not problem in 99% of games, player can teleport to coins using lerps and you can’t detect it, everything can be automated even without cheats, and?

Your point is that you need super secure anti-cheat

WRONG: Most cheaters can’t code, soo they can’t delete your scripts, and with many updates even changing some stuff you can destroy entire exploits

False positives are another thing, bad internet = possibility of that, and this mean your game will loose

What can i say, client-side anticheat for speed,jump or fly is enough? why should i bother?

And race game, race game is specific type of game where this anti-cheat should be implemented, but it’s only this situation, nothing more? oh and of course there will always be a way to bypass it

Conclusion: Server sided anticheats are not reccomended due to their lack of functionality with cost that they bring, you should consider writing safe code and simply ask yourself if this type of cheat really harm your game, or if it’s your imagination, nothing more thanks for talk.

This is true, but you could still [and thats my point] run forever, because

how is the server supposed to know if the client has the stamina to run or not and still runs?

The server dos not know, when the client does that, if the playerhas the stamina to run at the moment.
Drawing:
16---------------------->32
Normal speed -------- Speed when running.
The server can only do smt when you are faster than like 35. It dosnt know if your are running lg or not at the moment when the client does that. SO you can run forever, even when you have to stamina left.