Cool. Noone will play your game. Every single thing that makes a game feel not even just good, but playable, like basic prediction no longer works. Peeker's advantage gets multiplied tenfold. Players with high sensitivity get rolled back because you decided that their .1s flick was not right.
And the funniest of all that ? The cheaters that are just sending mouse & keyboard events still get to play, because they can pretend to play exactly like you want them to.
>I distinctly remember being a kid bypassing this type of software back when it was just Game Guard at the top. There's nothing that's going to stop kids from doing it today.
With none of the respect: ok grandpa, time to get you a chamomile and time to go to bed. It's not kids pulling out cheat engine, it's physical hardware that does DMA with $100/month subscriptions. The most basic, not-even-officially-considered-a-cheat piece of hardware is something like a Cronus, that does recoil control and scripting, on console. That's not a rare piece of equipment: a large part of the higher ranked players are using one or similar. That's the _basic_ cheating device now. Nobody is talking about shitty spinbots.
EDIT: editing to not fall into a deep thread with you whining:
>you resign to insults
no, I called you old because you're referring to an anti cheat that runs on Rappelz and MapleStory (and that is notoriously known for being terrible). The only way it could have been more telling would have been referring to WON or QuakeWorld.
>can't because you lack the skills required.
sorry, who's doing insults ?
I've enumerated a short list as to why it doesn't work. But if you want more: here: nothing on that article works any more with server side verification of everything: https://developer.valvesoftware.com/wiki/Source_Multiplayer_.... Rollback ? Lagcomp ? Basic hitreg? Nope, broken, because you just wanted to verify everything server side instead of assuming a set of known good information. You don't acknowledge either _what_ you verify server side. I'll give a quick little hint: it's because there's nothing useful you can verify. The basic stuff is already verified: player state is kept in sync, and you can't say that you have 300 bullets in your 20 bullets magazine.
Trusting the client is necessary, because even a 10ms ping means that you're a frame behind, and nobody will play that.