Okay, time to clear some things up regarding what is possible for the client do. I did some testing locally to see what happened if I disabled certain packets (a packet is basically data being sent from client to server or vice versa) from being sent from client to server, after the player had logged in. First off, I disabled ALL packets except from C00PacketKeepAlive, which basically tells the server "Hey, I'm here! Don't disconnect me!". The player does not take any fire damage, yet is susceptible to punching and the like. He will also not take fall when teleported up, and of course the server will not recognise any chat messages, movement or anything else. However, there's a catch to this: when all packets are disabled, the player gets disconnected because, as far as the server is concerned, the player is no longer there (network connection dropped, for example). The only way for what I've described to be possible is to disable all packets par that one.
As you can see, there is neither evidence to support either way and such was a factor affecting the result of the ban appeal. If there's any more questions, I'm happy to discuss it, but I'd much rather a PM if it contains private information (if not, public is fine).
As you can see, there is neither evidence to support either way and such was a factor affecting the result of the ban appeal. If there's any more questions, I'm happy to discuss it, but I'd much rather a PM if it contains private information (if not, public is fine).