

I’ve heard that this could also used as a defence for companies, “we told them not to do it that way so it’s clearly not our fault(sure we might have added some winks when we said that but that was just dry air, honest)”.


I’ve heard that this could also used as a defence for companies, “we told them not to do it that way so it’s clearly not our fault(sure we might have added some winks when we said that but that was just dry air, honest)”.
From a purely government monetary income and cost perspective there are definitely disabled people who would be a net negative. But yeah sure it does depend on the type of disability and their ability to find work that is compatible.


It does become basically impossible if there aren’t strict limits on the art and level though(i.e ensuring walls or other blockers do not have small openings in them). Especially if you also want to use bushes as a thing to normally block sight as well. Though even then it’s still less effective then people think as you still need to replicate players not yet visible but could be if the local player moved a bit.
Let’s also not forget that you still need to deal with replicating things such as footsteps sounds through walls. Even if you replicate those as individual sound events instead of part of a replicated character that still gives a cheater enough information to know someone is there.


I would guess that type of game is much easier to do more comprehensive anti cheat for then the kind I was thinking of(i.e shooters) but I can’t be sure as I’ve never worked on one. The prime thing that I think makes it easier is that the game has a clear “no you cannot see or hear this person at all” state.


Well the most popular cheats can’t properly* be detected on server side so I guess nothing can be done then.
(* some of those you can use metrics to guess but tuning that to catch all cheaters but never any real players is impossible)


Well it could have the issue of overloading volunteers with issues. Especially bad if the false positive rate is high enough.


Well depends on the programming language they use. D&D uses classes and that’s a big no no for some.


Honeypots are not an easy solution either though unless you only really do it as a one off thing. And to be worth it you have to allow those cheaters to continue for some time before banning. You shouldn’t underestimate how adaptable cheats developers are.
Limiting information is easier said than done especially for circumstances that matters the most. And don’t forget people can still hear others through walls.


It’s a very hard thing to check for though especially with how complex the world can be in games today. Even if it was feasible you don’t know where a client will be in a few frames so you basically need to do a “what players can be seen from this general location” check. The higher movement speed the bigger of a volume is your possible viewpoint.
This is also ignoring all the things you need replicated even when you can’t see the player such as footsteps or them shooting or interacting with something.


Finally someone who seems to have some sense of how things actually work and if course they get down voted…
Sure I get why people don’t like kernel anti cheat but they should at least understand the difficulties from not having it.


Not 100% no. And any evaluation method you do will either allow more cheaters or catch very good players. Not to say this isn’t done because it totally is just that it’s very far from perfect.
Hell I’ve heard of cases where some really good streamers had to be an a special list of people to not kick/ban from this kind of detection because they’ve repeatedly been falsely detected. If you aren’t a streamer you will have a lot harder of a time to get unbanned though not just because you aren’t famous but also because it’s harder to prove your innocence.


Easy to say but if you use Unreal Engine it’s very hard to do that. Unreal doesn’t have a built in way to not replicate something not seen and the inbuilt networking is built on any action a player makes is tied to the player. So if you want to hear that player walking or shooting that player will exist on the client.


Aimbots and esp is client side only.


Hey now. At least he is one of the people who regret voting for him, some of the others didn’t even do that.
That’s only proof that it will never be enough to stop all cheating. But if the metric is if it reduces cheating then that proves nothing. Not saying I have proof that it does reduce cheating but I would personally bet on it reducing it somewhat at least.
It only works in so far that it makes making cheats harder to create and easier to detect. But it will never fully eliminate or catch all cheats.


One of the reasons developers do not want to give you server binaries is that it makes it easier to create cheats that isn’t just wall hacks.


Sure. But that doesn’t mean Secure Boot didn’t make it harder to create a cheat or limit what kind of cheat they could create this quickly. The cheat was a wall hack one and that is one of the hardest to stop AFAIK.


The thing is that kind of solution only works on that kind of scale. If they get a false positive and ban someone that player can still play on other servers. If the developer gets a false positive and bans someone the player is shit out of luck…
Pretty sure they meant an everyday event in the US not in Canada.