I agree that a ping system statistically speaking would be a great choice because the majority of people could not figure out how to bypass it and I’m glad you clearly understand why it is important to play test.
However I don’t understand why you specifically said to me that I should consider checking for flings and lag?
My message did not include anything about an anti cheat system containing things that would falsely detect either of those things.
It’s ironic you mentioned it because honestly I wouldn’t check for flinging and lag whatsoever anyway. It is a complete waste of time in my opinion to set up some kind of magnitude checker that can easily falsely detect things like that.
Checking to make sure the player must correctly meet all of the check points in order and validating how long it took them to complete the obby is what I would focus on and there are more factors I would probably add to it if I really wanted to perfect it and all of those factors are checked on the server not the client. So yeah none of that pertains to flings or lag.
I absolutely agree that it’s horrible to falsely flag the client for flinging or lagging and that is why my choice in anti cheat is a dominant force in avoiding certain issues such as the ones you mentioned