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The problem with this is who is really trained to be able to see a difference in speed of 110%? Player speed is .6 tiles/second. 110% of that is .66 tiles/second. I'm not saying it's impossible for someone to notice this by eye, but how reliable can a GP be in those regards? More importantly, such a thing would come down to the GP's opinion on whether or not they think they're moving at .6 tiles/sec or .66 tiles/sec... that's a lot of faith to put into someone to make sure they're making the right call every time.
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I don't expect them to be able to detect it by eye, but I don't understand why the tools aren't available there for them to detect it otherwise
I think that the built-in speed detection performed pretty poorly so it was disabled? There are other methods of detecting speed hackers though, fp4's pal Ruxxter scripted one for UN last time we were staff there:
http://pastebin.com/cCkhYtxr
You send a trigger to the server from the client every second, when they're in a spar level, and if the server sees that it's receiving 1.05 triggers per second on average, rather than 1 trigger, then you know the client is hacking their process speed by 5%
There were occasional false positives, but in the repeating instances it was able to successful detect speed increases as small as 102%
I don't like automated banning for speed hackers, since false positives often seem an issue, but any tool or log like this would seem pretty helpful
I'm sure the case of this not being possible for iClassic is the fact that the server itself isn't even stable enough...