Comment by phendrenad2

2 days ago

That's easy to say. But they do prevent some cheating. Don't believe me? Consider the simplest case: No anti-cheat whatsoever. You can just hook into the rendering engine and draw walls at 50% transparency. That's the worst case. Now, we add minimal anti-cheat that convolutes the binary with lots of extra jumps and loops at runtime. Now, someone needs to spend time figuring out the pattern. That effort isn't free. Now, people have to pay for cheats. Guess what? Visa doesn't want to handle payment processing for your hacks & cheats business. So now you're using sketchy payment processors based out of a third-world country. Guess what else? People will create fake hacks & cheats websites that use those same payment processors, and will just take people's money and never deliver the cheats. You get to try to differentiate yourself from literal scammers, how are you going to do that? You can't put the Visa logo on your website. Because you're legit, and you don't want to get sued. Then, the anti-cheat adds heuristic detection for cheat processes. The anti-cheat company BUYS the cheats and reverse-engineers them and improves the heuristics. then the game company makes everyone sign up with a phone number, and permabans that phone number when they're caught cheating. Now some gamers don't want to risk getting banned. Saying that these factors simply don't exist or are insignificant is certainly one of the opinions of all time.

100% agree. This is exactly the kind of big picture thinking that so many people often seem to miss. I did too, when I was young and thought the world was just filled with black and white, good vs evil dichotomies

> You can just hook into the rendering engine and draw walls at 50% transparency

A properly designed game should not send the position of ennemies out of view

  • That is not always possible for genres with fast gameplay like most shooters. It's quite common for player movement to be able to put an enemy in view before the light could've round-tripped from the server.

    This is generally the anti-cheat problem. Certain genres have gameplay that cannot be implemented without trusting the client at least some of the time.

    • This is correct, the correct amount of over-sharing by the server is non-zero, because otherwise you give a HUGE advantage for slight ping differences.

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  • What do you do with footsteps and other positional audio? On multiplayer shooter games that's very vital information to let you know an enemy is somewhere behind a wall but cheaters can use it to draw visual markers to pinpoint the enemy player.