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Comment by QuaternionsBhop

12 hours ago

> You can't rely on server-side detection either, because some of the cheats are so advanced they go to great lengths to "behave" like a highly skilled human player would with their aiming

Shouldn't that be the goal of anti cheat? That cheating is indistinguishable from expert gameplay? Seems to me like these companies are just trying to avoid implementing proper infallible server-authoritative gameplay by offloading the cheat detection to the untrustworthy client, and then trying to lock down the client to make it trustworthy.

All these games already have an authoritative server. These cheaters aren't breaking the rules of the game by being invincible, super speedy, etc. they're aim-botting and wall hacking. Those cheats can't be prevented with authoritative networking.

  • I dont know what kind of authoritative server Apex Legend uses that let the infamous "Tufi" hacker do what he did for so long. IMO it should be trivial to ban someone hitting more than 80% of their shots as headshots,, dual weilding weapons that were never supposed to be dual-weilded. Charge rifle beam permanently shooting and swapping armors from miles away

  • why can't we prevent wall hacking by not sending packets of enemy players position if the user can't see them on their screen

    • Sometimes user can partially see them, game client would need that position. Then user can make a mod that flashes silhouette that just appeared behind a wall for a moment.

    • You can do it to a degree (basic room detection), but it'll never be 100% accurate because of latency and compute cost, you have to give leeway.

    • you run into some really difficult to solve issues when it comes to the gameplay loop, the graphics engine, and network latency trying to solve that unless you are playing some sort of turn based game where all data can be resolved before the next action