Or you could design the game mechanics so that client-side cheating offers little advantage... but that would probably require doing more than ripping off a popular mod of another game.
That's literally impossible. The entire point of the game is to have client-side input and for that input to be generated by a human and not a computer. There's no way to move that to a server.
> Or you could design the game mechanics so that client-side cheating offers little advantage
Not possible in any sort of real-time game that involves reacting quickly to what your opponent does, or a game where user input precision is paramount.
I mean, that idea basically eliminates all first-person shooters, where aimbots run rampant.
> I mean, that idea basically eliminates all first-person shooters, where aimbots run rampant.
Indeed, mechanics that reward mechanical skill are more susceptible to abuse.
From the article:
> For example, some common techniques we see include helping players dodge skillshots, zoom out farther than they normally could, or perform perfectly executed combos to smash their opponents’ faces.
Scripting perfect combos can be mitigated by introducing more delay (i.e. backswing after using abilities/attacking), zooming out by giving the client less information about the game state. I can't think of anything that helps with dodging and skillshots.
Increasing the server tick rate would help with that. AFAIK Starcraft, Dota2 and LoL all use 30Hz. FPS games usually use higher tickrates. Some fighting games enforce a constant amount of (input and network) lag to make the connection quality unimportant (up to a point).