| (Obby) Exploiter teleports to the end to claim rewards |
Only check the player's final position and try to detect impossible completion times |
Design with mandatory, sequential checkpoints. Server validates each checkpoint was activated in order before granting rewardsYou can add another layer by flagging players who complete stages faster than humanly possible. The design of the experience (requiring checkpoints) is what enables the effective server-side validation. |
| (Combat) Client reports dealing impossible damage amounts |
Try to detect and filter out impossible damage values |
Server calculates all damage from server-sided weapon stats and validates hits through server-side raycasting |
| (Economy) Exploiter duplicates items through rapid requests |
Try to detect duplicate requests or unusual patterns |
Implement server-side cooldowns and validate all transactions against current player inventory state |