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by Rohansi
215 days ago
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> You must combine client-side with server-side AC either way. I should have clarified - this is exactly what I meant. Client-side anti-cheat cannot be replaced by server-side anti-cheat. You need both. I work on an FPS game that is heavily targeted by cheaters (Rust). We do both but we are probably limited with what we can do server-sided because it's a PvP sandbox game. There is no matchmaking and no defined winner or loser to simplify ranking players against each other. It's also high stakes because a cheater can ruin a legit player's hours of preparation in moments. Drawing a line in the data to detect cheaters will catch outliers but there's a world of "legit cheaters" out there who use cheats but limit it to not stand out and avoid being banned. |
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- Why no matchmaking, why no win/loss condition? What's the incentive structure / stakes for the participants? Is that a differentiator in the genre?
- Other than raw mechanics (aiming), what other kinds of skillsets affect gameplay / success?
- What are you allowed to share about the mitigations?
I don't wanna try any further backseating, just curious.