○Remote access to fast slots other players (rather look at another player)
○New locks brute force (now shows Codes)
○Works with all versions of the game
○Not determined by EAC and VAC
Can someone please explain why noclip and such hacks can’t be fixed with a simple “no, you can’t do that, there’s something there you spastic” coming from the server that stops you magically floating through walls? And if the client decided to ignore this then have the server stop sending or receiving from that client?
My best guess would be because to do this you’d need the server to constantly be checking what is infront of the player tens/hundreds of times a second and making checks to see if they should be allowed to do it. Multiply that time potentially 200+ players and combined with other checks for different cheats you could be looking at a considerable amount of resources spent, and then you need factor in plugins and stuff unless EAC is completely disabled on modded servers.
Not saying this is how it works; its just an example, but then consider that the server relies on the client’s information to actually know where they are looking, what if you have something like the cheat makes it look from the server’s POV like the player is facing the opposite way when they have noclip on, so their checks for where the player is looking become useless.
If it such was a simple fix you wouldn’t have so many games plagued by cheaters. It gets harder as you ramp up the scale of your game because when you are dealing with hundreds of players you need to compromise on what the server will handle and what the client will handle otherwise it will run like ass.
I’m sure they will turn attention to cheaters more so eventually, but the game is in alpha so I can understand if their viewpoint is ‘why bother going to great lengths to play cat and mouse with cheaters when it’s just taking up development time on the game’
Realistically, you wouldn’t even need it to check so many times the server enters overdrive, even if it was once per second and detected changes, so that if the server chose to disconnect the offending client or even ban it you could take any shit back off the sleeper…
A second is more than enough time for a person to pass through say a wall, then whatever checks they were doing would still be valid next time around, which brings back to the point that the server would need to be constantly processing this info.
That would be the same thing since it still needs to process the necessary information to know if the move was valid. Imagine you were checking what is in a few CMs infront of the player’s view every second. One second you check and there’s nothing, they fly through a wall in a few milliseconds, next second there’s still nothing infront of them. Unless you add layer upon layer of additional checks for every player then it’s still going to be a drain.
Not to mention people will keep actively looking for ways around them. I’m sure there have been various phases of noclip, looting through walls etc etc being detected/made impossible for existing cheats, but then they reappear later when someone comes up with a different way of doing it.
I’m no expert on how cheats circumvent a lot of these measures, but like I said if it was a simple fix that didn’t cause major issues I’m sure they would have done it.
Work started weeks ago on making the server more authoritative, and that’s where those noclip/flying fixes were implemented (before hack writers found another exploit). Expect this cat-and-mouse game to continue forever.
Why are you unable to add 1 more layer to all wall/fundaments/windows that will deal 100000 dmg to everyone who touch layer. Like spikes, but 100000. It will be between the inner and outter layer, so usual player won t be able to somehow die from it s dmg? But if you noclip - hiho, you are dead. Can t touch my tralala.