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Re: Ideas To Handle Rule Breakers

I think there should be a way of designing the game so that the server can adjudicate all network traffic from the clients so that the clients can cheat all they want and it won't get past the server.

When you look at how fast a player can lock onto and track a head, the question is how can that info be adjudicated on the server?

How does the traffic packet data from several frames/input cycles and then get sent to the server so that the server can see what the client is doing?

But here is the thing that really bothers me. If a player can retro-actively tell the server "I shot him over the last 100ms", the server should say, "tough luck, client. You didn't tell me that in the last packet or in the proper window of time (you delayed your packet), so it is invalid."

If a client is told BY THE SERVER the other guy is looking away, then the server should honor that and not "update" the client with "well, actually he shot at you." I believe this is the sort of problem one comes across when the clients are in the server's future rather than catching up to the server's present.

2 Replies

  • Midnight9746's avatar
    Midnight9746
    Hero+
    2 years ago
    @MrGreenWithAGun One game I've seen would nerf the damage dealt by the cheater to where the time it takes to kill the legit player was way longer. The only problem with it was that it didn't stop the cheater. They were still able to kill other players. This is one of the reasons why the game should kick cheaters to the main menu with an "error".
  • Midnight9746's avatar
    Midnight9746
    Hero+
    2 years ago

    I've been seeing less people using aimbot and more people either teaming, using wall hacks, or both. So, things are getting better, but there's still work to do.

    Its nice to see improvements, I just wished no one was cheating in any way.

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