When each client decides its own results, your own screen feels responsive, but results disagree with other players’ screens and the game is easy to hack.
Why The client decides position and hits, and the server only relays them → Effect Two players each claim they hit first, and the server can’t verify either claim → On screen Opponents teleport or pass through walls, “I hit them but it didn’t count”
Primary owner Game team (Server development) · Also Game team (Client development)
Game team action items
Server: validate important results (such as hits) on the server, check movement speed and distance. Client: when the server rejects or corrects a result, roll back to the server’s value.
On the graph
Always high · Impossible movement speeds and conflicting hit reports
Where to look
On the server, log the positions and hits clients report as-is, compute movement speed from consecutive position reports, and count reports over maximum speed and cases where two players both claim they hit first
Confirmed if
The server passes reports on to other clients without validation, and impossible speeds or conflicting hit reports show up steadily regardless of patch or region
Ruled out if
The server computes or validates results itself: not this cause. Teleporting in that case points to packet loss or the interpolation buffer