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by FactKnower69
600 days ago
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>some things Any specific examples? I hear this said all the time and it's almost never true. Movement, for example: many decide to just let clients be fully authoritative over their positions and then act shocked when teleport hacks drop. Just keep track of the player's max move speed server-side, continually validate, and flag if they consistently move faster than is possible according to the server. No one is ever saying you have to validate inputs server-side in lock step with zero client-side prediction whatsoever and enforce 200ms of input lag for all players. |
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Also, constantly flying around and teleporting is easy to catch, but using it in small bursts is very powerful and harder to catch.