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I believe this already happens to some degree.
Enemies around the corner still make noise/peek/shoot/etc. You can’t just hide data of nearby enemies from the client because their actions still have in-game consequences that need to be reproduced across all active/nearby players.
How do you validate data that is within the realm of possibilities? if my head shot would have been 1 pixel too far to the left to hit and my hacked client sends it 1 pixel to the right so it makes a hit, how does the server know this isn’t fake?
If my fake data doesn’t look out of the ordinary i’m still hacking the system and tricking the server-side validation.
The math to send the perfect headshot isn’t difficult if you know where you are, where the enemy is and you can only send origin & target coords, I’m not sure this solves anything.
Agree with you 100%.
Thanks! I’m a huge open source supporter and only ever installed Windows on my desktop to play games, still using Linux on my laptops. Thanks to Valve, Proton, and Wine, I’ll be able to go back to Linux and maybe discover some new games.
I do not like anything anti cheat. But I also don’t really like cheaters, especially in online games, so anti cheat could be tolerated. The only thing is: nothing trumps my systems integrity. Definitely not online player satisfaction.
Kinda agree with you on this. Although I have my desktop as a strict “gaming” machine, I wouldn’t mine an EA rootkit on my Desktop Linux system if all I did on it was game. But yes, they can keep their hands off my kernel on my “work” devices.