![]() ![]() ![]() I would like to interject that your case involves a serious flaw in your game. To review exploiter reports and ban the 4,000 players it showed me would have taken a good amount of time, far more than the two hours it took to write the client-side anticheat. None of this would be possible without client-side checks, so while they can be bypassed, that doesn’t mean they aren’t worth giving at least a little bit of time into making. This enables me to have a smaller moderation team, a more enjoyable experience for players, and overall everyone is happy. To date, this has allowed me ban ~4,000 exploiters this year, all while doing nothing. Changed event on the sword’s size, the sword’s grip, player hitboxes, and a good bunch more. This is simply not enough, and exploiters will still always have the upper hand in these fights using the aforementioned exploits. The only method of partially stopping this on the server is by determining the distance of the two players, and setting a cap to how far the swords can damage. There is loads upon loads of ways to cheat in sword fighting that you can’t determine on the server – resize other players hitboxes, resize your swords hitbox, teleport other players body parts to the front of your sword, change your swords grip, there is countless ways of doing these things. In my game, players use classic swords to fight. For example, in one of my games, there’s server-side checks for speed, teleporting, flying, the usual stuff you CAN tell on the server, then on the client there is additional measures. There is simply some things you just can’t determine from the server. This is a huge window of exploiters that CAN be stopped via client sided checks. While all client anticheats CAN be bypassed (as mine have been too), most players who come through my games don’t know how to bypass these. ![]() I know from experience that client-side checks are not totally useless, and for the most part can perform very well alongside server side anticheats. This is a common theme I see on the devforum, that client checks are useless. It is simply futile to attempt to control an environment which is way more powerful than your scripts. Exploits are able to manipulate property and function indexes, intercept remote events, disable scripts, alter physics and more. The client has untold power, exploits themselves enhance this power even more. The result of a good serversided anticheat is that you are practically able to stop most or all movement exploits and make your entire system unbypassable, meanwhile all client-sided anticheats can be bypassed. With serversided ones you mainly aim for logical checks to ensure that the client complies with laws of movement and Roblox physics, thus making your anticheat reliable and fairly small. Server anticheats function very differently from client-sided ones. The simple truth is that by developing both a client-sided and server-sided anticheat you waste time on infinite hopeless client sanity-checks which can reduce performance and disregard that about infinite methods there are to achieve advantageous behavior. ![]() Client anticheats are a complete waste of time, it is factual that they cannot in any meaningful way prevent exploiters. ![]()
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