Now if only they could more clearly communicate when games are playable offline.

  • Maxxie@lemmy.blahaj.zone
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    14 hours ago

    I imagine the alternative way to combat kernel-level cheats would be asking player for all his game state data, validating it on a server?

    Wouldn’t work on peer-to-peer and you’d have to do a bunch of unnecessary compute(recalculating every tick if player-generated data is possible according to game rules) but its the only way I can think of.

    • levzzz@lemmy.world
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      13 hours ago

      Most games already do this lol Cheats usually don’t do anything that is technically impossible to do on a vanilla client, just highly improbable

    • bitwolf@lemmy.one
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      14 hours ago

      Or bring server browsers back and let server mods handle it.

      I’ve rarely, if ever, had a bad time using a server browser.

      A more modern idea. Put all the chesters into the same lobbies through matchmaking

      • Maxxie@lemmy.blahaj.zone
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        13 hours ago

        Don’t tell the client what’s going on outside its vision, I suppose? Add a small buffer to compensate for latency, so wall hack would be more of a “corner hack”.

        • DreamlandLividity@lemmy.world
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          6 hours ago

          I mean sure, that is how some (mostly strategy and tactical) games do it, but for an FPS, figuring out where the buffer should be would be a programmers nightmare. I guess you would have to try to calculate all possible lines of sights a player could have within some buffer time (100-1000ms) and then all players that could in theory enter them… Add physics and it is practically impossible.

          Also, corner hack is useful enough and it does not address aimbot. IMO the answer is some combination of human moderation and ability to play with “friends” instead of randos. E.g. you could ask people to like or dislike a player at the end of a match and try to pair players that liked each other in the past.