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by hpfr 1726 days ago
I can’t quite tell if you think this system is reasonably effective or not. It certainly seems less invasive, so it would be good if it were. Are you able to comment on that?

> You can readily download the biggest script client for Dota 2, and VAC ban waves for using it have been unheard of for years now (you only get an in-game ban when enough other players verify the cheating via Overwatch).

Does this mean you think the ban process is too slow and involved?

1 comments

The system is effective for CS:GO and Dota mostly because the nature of the games; things like Fog Of War[0] (which applies to both of these games and Valorant) help bring down the upper bounds of how much a cheat can help the cheater, and the rest of the potential things a cheat can do (like aimbot in CS:GO, or auto-disable in Dota[1]) are easy for VACnet/Overwatch reviewers to detect since the movements are usually non-human-like.

> Does this mean you think the ban process is too slow and involved?

As VACnet and Overwatch reviewers become more experienced it really brings down just how much the cheats can help the player, to the point where using them barely makes a difference or only allows them to use informational cheats. I just don't think this will work for every game, and certainly isn't something every game developer wants to have to implement & maintain.

0: https://technology.riotgames.com/news/demolishing-wallhacks-...

1: https://redd.it/psb7h7 - an example. In the second part of the video, the Invoker cheater targets the Axe with one of his items without moving his mouse to the Axe, which saves him from being disabled/taunted - but a human would have to click or hover their mouse on the Axe to disable him.