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It's impossible. The server doesn't send a name packet unless requested. If they request it through individual packets, the requested IP is still recorded, and
by Shenglong 15y ago
It's impossible. The server doesn't send a name packet unless requested. If they request it through individual packets, the requested IP is still recorded, and can be matched (we log all login-in events with an IP) to an account.
If I were to lead a game now, I'd definitely have things designed differently. You're right - a programming fix would've been desirable, but was unfortunately not a possibility at the time :(
- Dylan16807 15y agoThe point is for the cheater to not ask for the name. Even simpler than an overlay, if you figure out how cheater detection works, is to filter the outgoing name request packet. Edit, looking at your other post: Can't the packet editor that's marking people visible send a fake name to the client?
- Shenglong 15y agoNo, because the client is not telling the server the player's name. The server already knows, and sends that info to the client. You can definitely not ask for a name, but that would be a moot point, because it wouldn't be very useful at all. If you want to know who is there, you have to request the name packet.
- zeteo 15y agoIt still seems quite useful to know someone is there, and where they are. There's a big difference between "invisible enemy" and "stranger with a mask".