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The problem with server-sided anticheats
I just wanted to point this out because I made a rough connection while thinking about the state of debunking cheaters in this community.

Server-sided anticheats are at a point where it's going to be really difficult to detect cheaters. There is only so much anticheats can do reading from the client's packets (play packets, login packets and heartbeat packets) and where it can detect things that are cheats and/or hacks. For example, here is a link to all of what a Minecraft server can send to a player and what a player can send to a server: http://wiki.vg/Protocol

The best way to counter this is making a client-sided anticheat, and to my knowledge, isn't really possible (right now anyway). Something similar to this is screensharing.
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EhhThing wrote

Client Side AntiCheats aren't much better…


He's right, there's only so much you can detect from a server standpoint.

Look at VAC and even a more aggressive client sided anticheat, the ESEA client(CS:GO). They work quite well, however in the state Minecraft is in right now, I don't think a client anti-cheat is needed yet.

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Bump for interest
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Client side validation can always be faked.

No matter what.

You cannot know what is going on on the other person's computer.
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EhhThing wrote

GitRektSkrub wrote...

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