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by Sohcahtoa82
2898 days ago
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> 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. |
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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.