Open liquidsquid1 opened 3 days ago
I think this would end up being too inaccurate even for basic detection, and even if basic detection worked, I fail to see how a server-sided anticheat wouldn't catch those players unless they used a disabler or some major exploit, and in which case do you really need liquidbounce to tell you they're cheating?
I think this would end up being too inaccurate even for basic detection, and even if basic detection worked, I fail to see how a server-sided anticheat wouldn't catch those players unless they used a disabler or some major exploit, and in which case do you really need liquidbounce to tell you they're cheating?
By too inaccurate, there are atleast some stupidly easy checks like autoblock. In BlocksMC for example, everyone has disablers and lowhops so it’ll be easier to have the Anticheat module automatically enable a blatant config when another known cheater is nearby
LiquidBounce Branch
Nextgen
Describe your feature request.
There should be an anticheat module inside of the client that has its own clientsided checks to tell if other cheaters are in your game. This should feature a violation level and certain checks should give more violations than others, with the easier to detect checks giving more violations. It should have options to notify of violation increases/decreases, and should show a little icon on the tablist next to known cheaters.
Additional context
There should also be an option for people on premium servers to save the player and their violations so that if they come across the same person again, they are marked as a cheater.
Types of checks this could have: Rotations:
Combat:
Movement: