How protected is the multiplayer against cheaters?

It looks like the built-in multiplayer isn’t secure against cheaters.

If that is true.
Then how could we, developers, secure the multiplayer against cheaters?

Are there any plans to make the multiplayer more secure by default, as in the safety of private information and protection against cheaters?

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I would like to know!

Big companies cannot protect themselves against cheaters
Only kinda sorta way to deal with cheaters is to make accounts/service being paid
Cause then getting banned does hit your wallet

Other than that if there is nothing to lose any1 will just find a way to cheat for fun whatever you will do

But this doesn’t mean that we shouldn’t take measures to prevent cheaters as much as possible.

This means you can try to make it harder
But you won’t be ever 100% secure
And ppl tend to mess with your game just cause you try to prevent them from it

I have seen on cheat engine forums some crazy stuff even more on elite pvpers
And one comes there just to cheat in your game
Where others will just show off they did it sharing files used to do it

So as much as it is impossible for regular user to mess with your game is enough
As much someone who have the knowledge how to do so
Will simply do it and putting more barriers will just encourage ppl to do it for fun

I AM NOT saying it should not be more secure
I just want to say trying hard will make cheaters try even harder
IDK what you expect when big companies cannot defend themselves against cheaters where they put A LOT of effort and money into securing their servers as much as possible

So are you willing to pay tons of moneyz to make your server more secure?

No, what are the best practices can we do to prevent cheater?

Like server sided anti-cheat or securing variables from client changes.

I did not explore gdevelop multiplayer so idk what you can do
But for sure which is just common thing for online games

Imagine in game money like coins
Not premium not bought for real money but just some currency you get from killing monsters in game

Things like that should be synced server side and not client side
Fak idk if that is correct way to say it

Basically
From where player gets info how much coins he have should be server
And not in some player variable per clinet

Like you should either check or update coins variable when purchase is made or when coins are used in any way
And not like on login sync coins variable then let client handle coins variable and then just sync it with time intervals or whatever

That should be enough for you to understand what vars to sync on what

Something like player remapped controls could be client side
Where you would only sync them to server upon entering/exiting menu/options

That is exactly what I meant. I’m just asking for the implementation.

But that is just general concept
I bet you need to do more
Yet again i did not dive into gdevelop multiplayer so idk what exactly you need to do to be as much secure as possible

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