Viewing a report to determine who has been x-raying only helps you catch players AFTER they've done permanent damage, removing massive amounts of diamonds so that non-cheating players can't find any. How does this compare to ore loggers and ratio reporters? Basically, you're allowing players to cheat (but only very little!) to save immensely on CPU cycles and RAM. It's true that technically cheaters can still use xray to find ores and dungeon chests (Mojang hasn't really made those worth hiding), but they're limited in how much advantage they get out of it. It doesn't do any heavy processing, and consumes very little memory. In contrast, Anti-XRay is extremely cheap. Any server which doesn't have enough CPU or memory may suffer heavy lag and crashes, other servers are simply spending too many cycles to stop a few cheaters - it's not a good trade-off. Small servers simply can't afford it, and larger servers have to cut back on their max players or other plugins. They consume a lot of CPU cycles doing deep packet inspection and manipulation, and they consume a lot of RAM trying to cache the results in memory. The trouble with these and similar plugins is that while they're incredibly effective, they're very, very expensive to run. How does this compare to Spigot AntiXRay and Orebfuscator? They can't mine their first diamonds/"other good stuff" sooner than non-cheating players, and they can't take more total than they could if they weren't cheating. So their only gain is avoiding monsters while digging. So cheaters can still cheat, but they can't take more than a non-cheating player's reasonable share of ore. Legitimate, non-cheating players probably won't notice because the default limits are generous, but xrayers will be blocked from mining ore too quickly. Basically, players are limited in the amount of valuable ores they can mine, based on their play time on the server.
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