In Faldon the server controls movement too, if you move too fast you hit a glass wall but people can still exploit it. The server also controls AR, but if you cheat and increase your AR, your character on screen hits super fast but not on the server... great, except the client keeps sending hits even after you've started to move away.. so long as the server sees you as "close enough" to the person you're hitting, it registers the hits. Mean while, you're running around healing by now. But wait, you say, "I'll just make it so it only counts if you're within 1 tile of the person!" Sounds good, except now, because of lag, you've made warriors completely useless. :\ So, it's kind of a tradeoff... how much you want to make server side versus how much bandwidth per connection and how much you can account for lag. Honestly, and as much as I dislike the system, the best way to avoid exploits such as those I mention is to make PvP and PvM like Runescape was (or maybe still is, I've not looked at that game in probably 5 years) as well as a number of other games: when you want to attack something, it's a turn-based exchange of attacks. For example:
You attack a skeleton-
"What attack do you want to use?" and you select.. uhhh.. melee:
You swing your short sword and miss the skeleton.
Skeleton bites with his snaggletooth and hits you for 10.
*you select exorcism*
You successfully cast exorcism on skeleton and do 145 damage.
You have killed skeleton.
*back in text-based RPG land when I came from, it would now say "you find 5 gold and a snaggletooth", in graphical RPG land you can just make those appear on the ground... or in a corpse container or however you want to handle it.
While that might not be the most fun and action-packed way to do it, it eliminates most of the PvP and PvM exploits in Faldon. You can no longer AR Hack, speed hack, run hack, damage hack, etc.
Get Faldon Utilities:
ARHopkins.com