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by raizer88 1214 days ago
I agree on most of it. I think the way to do server side check is not in real time during the game, but after the game session ended. You should unload every gamestate on a secondary server that process everything and rate what could be manipulated with a degree of confidence. After this rating drop a lot on a player it should trigger a manual/automatic ban.
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> After this rating drop a lot on a player it should trigger a manual/automatic ban

I once heard of a game that instead of banning cheaters, isolated them together in a separate bucket. Cheaters could still play… amongst themselves.

This went pretty terribly for Fall Guys[0] because the moment a false positive slips through, and then that player posts their clip of a game with close to 100% cheaters on Twitter or Reddit, it exacerbates their image of a game with a serious cheating problem. Everyone saw a game taking place jam packed with cheaters and it became a PR problem they had to overcome.

[0] - https://www.pcgamer.com/fall-guys-once-had-a-secret-cheater-...