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by drdaeman
1809 days ago
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Ideal solution is to make "cheating" impossible by design rather than by trying to ensure trust. Don't send the data player is not supposed to know. Don't trust clients to just tell the server what happened. And - I realize this is extremely controversial - ideally don't design games on pure reaction speed, visual acuity and mechanical dexterity where a sophisticated enough machine would consistently and unpreventably beat any human. I believe we should be able to compete with bots just like we're able to compete with humans - and not because bots are handicapped and constantly toss coins deciding if they want to let the puny meatbag win. I'm curious if there are any special tournaments where "cheats" are encouraged and even required, not prohibited. Would love to see a FPS where you have all the software aid you can think of. Texture hacks become enhanced vision aids (server may toss a coin and enforce camouflaging by not sending any information, though), auto-aim is smart munitions (so we don't compete on whoever has the faster hands or a better mouse -- see, it's already a competition of machinery!), last-seen markers and sound source visualization are tactical HUDs, and if you want some other feature you're free - as your competitors - to implement it. Naturally, if that's based on an existing game that would require heavy re-balancing of its rules (e.g. nerf of one-shot-kill weapons or buff for supports so in a teamplay they can save their teammates from such weapons). That would be a whole next level e-sports, true to the name. |
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What games, other than turn based strategy games or puzzle games, don't have the property you list here? And even then, you can absolutely cheat at chess. Like it or not, people want to play shooters online.