- Account IDs are now obfuscated in some way we're unsure of, but this obfuscation still lets you correlate players clientside(!)
- we think the network layer has some form of obfuscation on it but we're not quite sure how it works yet
the blacklist is stored serverside (PLL 80 at ~3:19:20), so either the server sends it to the client to do it locally, or the server sets a flag
- Account IDs are now obfuscated in some way we're unsure of, but this obfuscation still lets you correlate players clientside(!)
- we think the network layer has some form of obfuscation on it but we're not quite sure how it works yet