I always thought a good way to handle a huge swath of cheating would be to see what the limits a real human could actually do, and if it’s impossible (like having a reaction speed faster than 2 miliseconds) it’s flagged. Though the one game I know for sure has done this also had a huge problem with false positives. I guess no one working on Planetside 2 thought you could ever kill 1000 people with a single grenade; despite it being a clusterfuck of an MMO with plenty of people getting stuck in a doorway for that to be entirely possible and not even too hard to pull off.
And even that wouldn’t necessarily stop wallhacks and aimbots.
Now a days, I am convinced the only way to really mitigate (and not even fully stop) cheating would be to have a human referee. Like CS’s Overwatch program. And you might also need it to use an AI agent to analyze everything for pattern recognition because it can be really easy to hide cheating from actual people.
This is definitely solvable, though. The server can only send the client location updates of players they should be able to see.
If someone tried to wall hack, they’d only see the last known location before line of sight was broken.
Giving the client that data at all is like playing Battleship side-by-side and telling the player not to look at the other board.
Aimbots are much more complicated, because the client is the authority on player inputs. Even things like latency and mouse movement can be subtly randomized by cheats to appear less robotic.
Can’t stop aimbots and wallhacks server side.
I always thought a good way to handle a huge swath of cheating would be to see what the limits a real human could actually do, and if it’s impossible (like having a reaction speed faster than 2 miliseconds) it’s flagged. Though the one game I know for sure has done this also had a huge problem with false positives. I guess no one working on Planetside 2 thought you could ever kill 1000 people with a single grenade; despite it being a clusterfuck of an MMO with plenty of people getting stuck in a doorway for that to be entirely possible and not even too hard to pull off.
And even that wouldn’t necessarily stop wallhacks and aimbots.
Now a days, I am convinced the only way to really mitigate (and not even fully stop) cheating would be to have a human referee. Like CS’s Overwatch program. And you might also need it to use an AI agent to analyze everything for pattern recognition because it can be really easy to hide cheating from actual people.
Wall hacks, yes. See my other comment:
Aimbots are much more complicated, because the client is the authority on player inputs. Even things like latency and mouse movement can be subtly randomized by cheats to appear less robotic.