• Dark Arc@social.packetloss.gg
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    7 months ago

    Never trust the client, especially with information the player shouldn’t have right now.

    This is a big part of the problem, but it’s not the only problem. If you do all of that stuff right, you can’t build a responsive first person shooter. There’s some level of trust you need to put in the client.

    Disclaimer: This is based on my experience playing shooters and as a programmer. I have not worked on anticheat systems hands on.

    We see less and less of the “god mode” hacks where players can send the packet for a carpet bomb and the server just blindly trusts it. Or the ludicrous spinbots that spin at an extreme speed and headshot anyone that comes into line of sight.

    What we’re seeing is increasingly sophisticated cheats that provide “buffs” to a player’s ability. An AI enhanced aimbot that when you click gently nudges your hand to “auto correct” the shot and then clicks is borderline impossible to detect server side. It looks just like a player moved the mouse and fired.

    The “best” method to prevent these folks from cheating seems to be to detect the system or the game has been tampered with.

    Maybe the way to deal with that is to just let it happen and deal with smurfs down ranking… So these “soft” cheaters just exist in the “pro tier” where the pros can possibly stand a chance.

    One strategy I have seen that I wish more developers would do is sending “honeypot” information to the game client (like a player on the other side of the wall that isn’t really there but an aimbot or a wall hack might incorrectly expose).

    Maybe the increasing presence of hardware cheats will result in new strategies that make these things unnecessary. I keep wondering if a TPM could be used to solve this problem someday… But I’m not sure exactly how/we may need faster TPMs.