I've established a system in Squeebs where packet editors, like Art Money,etc. are useless.
Basically, most of the more important variables, like levels, items, health, etc. are server sided.Example: Say your running a packet editor. An item drops from an enemy. The editor records it. You replay the drop. Your booted from the game.What happened?Simple, the server tells the client(s) that an item has been dropped, making a drop variable 1. Then the client(s) relay an item drop confirmation message to the server, making a drop variable 0. Everything is fine and dandy.You replay the dropped item by resending the packet. The drop variable is still 0. The server detects something is amiss, and boots you.While I'm sure someone will find a way to break it somehow, I still think it's pretty solid.
The problem is that through sending and receiving excess data to and from the server is that you are wasting bandwidth. MMO's generally try to use as little bandwidth as possible to allow 1,000's of people to play at once with no lag.
I guess that is a problem. But I doubt that many people will play this.
If the number rises over 100 daily, then I'll have a major problem.Nonetheless, you do have a valid point. I shall heed your words and try to make something that uses less bandwith.Maybe an anti-hack DLL or program that traces and tracks all variables, and watches for change?
I made a game that none of my friends could hack with Cheatengine or those kind of programs. Wasn't an online game thought.
Though.
Not thought.You are lecturing on grammar now?
You should be designing your prevention specifically for if the player has the source of the game. So yes, serverside is good
It's called server-siding. It's not new, games have been doing it for a loooong time.
though