Every sane approach to security relies on checking you are doing permitted actions on the server, not locking down the client.
Every sane approach to security relies on checking you are doing permitted actions on the server, not locking down the client.
Which isn't practical for multiplayer action games, so we end up here.
To do real time analysis and interception probably not. But for after the fact analysis, if a player is moving on knowledge he couldn’t have had because it shouldn’t have been rendered yet or something, then you can assume cheating.
I’m not a particularly skilled overwatch player, but I know the cooldowns of probably half the characters to muscle memory. I can hit an ability pretty much perfectly on cooldown 90+% of the time.
The vast, vast majority of skilled FPS players will predict their shots and shoot where they think the enemy player will be relative to the known hit detection of the game. In high level play for something like r6 siege, I’d say it’s 99% shooting before you can possibly know where they are by “feeling”
Doesn’t matter. There’s no world where a multiplayer action game is worth it, and anyway this is a classic example of trying to solve a social problem with technology.
The reason cheating is a problem at all is that instead of playing with friends, you use online matchmaking to play with equally alienated online strangers. This causes issues well in excess of cheating, including paranoia over cheating.
> There’s no world where a multiplayer action game is worth it
To you. I’m perfectly happy to run a kernel level anticheay - I’m already running their code on my machine, and it can delete my files, upload them as encrypted game traffic, steal my crypto keys, screenshot my bank details and private photos all without running at a kernel level.
> trying to solve a social problem with technology
I disagree. I’m normally on the side of not doing that but increasing the player pool and giving players access to more people at the their own skill level is a good thing
This. Also the client knows more than its allowed to show the user, like the positions of enemy players. You can make aimbots and wallhacks without needing to tamper with the game state.
And you can see the player is tracking players through walls way more than by chance.