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by Youden
2253 days ago
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I understand that but it feels like there's a lot of focus on client-side anti-cheat while cheats that should be trivially detected server-side still exist (like flying through the air in a game where that shouldn't be possible). Plus, there seems to be a lot of focus on client-side anti-cheat when a lot of it could be addressed server-side: > For example an aimbot that steadies your cursor on someone’s head or dodges automatically when a projectile is inbound. This sounds like a similar problem to "like" fraud and things like that. Couldn't it be addressed by measuring the number of incidents? If someone is able to headshot or dodge at an abnormal/superhuman level, that can be detected server-side and the user banned (or flagged for human review). > Maybe the client hijacks the UI to hide terrain and walls. Someone mentioned a solution for this elsewhere in the thread: don't send positions of important resources to the client if it doesn't need them. Keep the client about as blind as the player. And again, you should be able to detect this server-side. If somebody has an abnormally high kill-rate for enemies coming around a corner, flag them for review. |
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All the stuff mentioned like not sending positions of people who aren’t visible are typically already done, but sometimes the position is needed for reasons you don’t understand. Like some gameplay ability to suddenly see through walls, etc.
This thread just has a lot of backseat programming.
I think I would find your post a little less irksome if you approached it from a neutral questioning tone as opposed to “what about these obvious things every junior engineer learns” :/