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by billyoyo
603 days ago
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This is a naive take. Of course these developers already permaban cheaters. Firstly many of these games are free to play so "getting another license" is a non issue. They're doing hardware bans nowadays which are harder to avoid but not impossible. Half the battle is detection though. If you don't detect cheaters quick enough they ruin enough games that genuine players start getting frustrated and leave. Anti cheats help with this detection. Probably every anti cheat idea you can think of, in terms of detection, prevention and punishment, has probably already been tried by a large online multiplayer game. It is an extremely difficult problem to solve, a constant arms race. |
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High level chess players (GMs) can win with just a few bits of information transmitted to them by a cheating accomplice (a cough if it's a critical position to spend extra time on, etc). Similarly, high level gamers only need the slightest of edges to win, and therefore only need the slightest of cheating.
That's why I think trusted user bases are the way to go. My initial ideas were naive, but I think the core idea is solid. If you had to pay $1000 to enter a "trusted club" which uses your hardware fingerprint, and all of your online interactions in a game were guaranteed to be with other people who paid $1000 to be in the club, would that not be a large deterrent to cheating?