• CalcProgrammer1
    link
    fedilink
    English
    622 months ago

    How do they know you haven’t trained an AI to get headshots? The cheats often break the bounds of what is realistic in games, whether it is allowing you to see through walls (server shouldn’t be sending enemy positions that aren’t in view), going too fast (server should speed check pplayer positions), getting items they shouldn’t have (server should do inventory sanity checks), etc. Other than that, look for signs of automated movement/things unrealistically precise for a human to do. Eventually the cheating will just be moved to a separate air gapped computer running AI on the video feed. Client side is an invasive, broken, and malicious concept.

    • @[email protected]
      link
      fedilink
      English
      292 months ago

      Just tracking trended data in general would be sufficient to defeat a LARGE number of common cheats. One of the very few use cases “AI” might actually work for in a positive way. But that puts the burden on the developers and server hosters, and it’s much easier to just burden the players directly instead.

      • @[email protected]
        link
        fedilink
        English
        102 months ago

        I’m fairly confident that developers already do this. When the “ban hammer” comes down it is probably after analysing data trends for players.

    • @[email protected]
      link
      fedilink
      English
      92 months ago

      Servers often don’t send player data that is outside of the immediate area of the player, but they have to for enemies that are nearby. If they walk around the corner and your client didn’t know about it, then you’ll be waiting for your ping time to even render the enemy. I.e. they walk around the corner and already shot you, then you see them suddenly appear a full players width away from the corner, and you die. Aka peekers advantage amplified.

      Same deal with footstep sounds, bullet tracers, a player’s shadow, etc. Your client needs to know where all this is coming from and it can’t do that if it doesn’t know the enemy exists and where. And that is a buffer zone for hackers to derive wall hacks from.

      So basically, the overwhelming majority of servers do do all those things, since the late 90’s. Hacks tend to work within those bounds. The most common, impactful and hard to detect cheats are based on providing perfect mechanical inputs. Aka aim hacks. Nothing about limiting info from the server can prevent that unless you also want the legitimate player to be unable to see their enemies.

      • unalivejoy
        link
        fedilink
        English
        42 months ago

        The obvious solution is to make wall hacks an intended game mechanic.

        • @[email protected]
          link
          fedilink
          English
          12 months ago

          You joke but blops 6 is out rn and did this on tiny maps

          Its horrible and amazing at the same time

    • @[email protected]
      link
      fedilink
      English
      52 months ago

      God I was pissed when riot did it for league. They didn’t even have a terrible cheating issue, it was rare and they suuslly caught it and parched it quickly. If blizzard can do it so can they.

    • @[email protected]
      link
      fedilink
      English
      42 months ago

      Eventually the cheating will just be moved to a separate air gapped computer running AI on the video feed.

      At that point it isn’t cheating anymore; the AI would be legitimately playing the game!

    • @[email protected]
      link
      fedilink
      English
      22 months ago

      Well thank god this computer genius is on the scene. Don’t worry, EA can solve everything as soon as they hear about these great and very original ideas.