|
|
|
|
|
by cortesoft
99 days ago
|
|
I have never worked on AAA games, but I have developed software for 35 years and play many competitive online games regularly. I have always wondered why more companies don't do trust based anti cheat management. Many cheats are obvious from anyone in the game, you see people jumping around like crazy, or a character will be able to shoot through walls, or something else that impossible for a non-cheater to do. Each opponent in the game is getting the information from the cheating player's game that has it doing something impossible. I know it isn't as simple as having the game report another player automatically, because cheaters could report legitimate players... but what if each game reported cheaters, and then you wait for a pattern... if the same player is reported in every game, including against brand new players, then we would know the were a cheater. Unless cheaters got to be a large percentage of the player population, they shouldn't be able to rig it. |
|
Players in some games with custom servers run webs of trust (or rather distrust, shared banlists). They are typically abused to some degree and good players are banned across multiple servers by admins acting in bad faith or just straight up not caring. This rarely ends well.
I used to run popular servers for PvP sandbox games and big communities, and we used votebans/reports to evict good players from casual servers to anarchy ones, where they could compete, but a mod always had to approve the eviction using a pretty non-trivial process. This system was useless for catching cheaters, we got them in other ways. That's for PvP sandboxes - in e-sports grade games reports are useless for anything.