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I think it's funny that Fortnite will probably cause the inevitable unraveling of UE4, as yet another game engine without baked-in anti-cheat. Cheating in Fort
by strgrd 9y ago
I think it's funny that Fortnite will probably cause the inevitable unraveling of UE4, as yet another game engine without baked-in anti-cheat.
Cheating in Fortnite is practically unheard of at this point. But it won't be long until the player base is just as jaded as PUBG's: https://github.com/Griizz/Fortnite-Hack https://github.com/Griizz/Fortnite-Hack
- mr_luc 9y agoI would think I'd rather avoid the whole issue via nerfing hitscan and high-velocity-projectile weapons, and buffing lower-velocity-projectile and melee weapons. There have been successful FPS games with that formula (Tribes comes to mind). There are cheats/hacked clients, but they're on a much less problematic level (mostly around visibility).
- egypturnash 9y agoGiven that Epic makes Fortnite and Unreal, is it that implausible to assume that "lots of people wanting to cheat in Fortnite" might instead lead to "Epic builds anti-cheat stuff for Unreal, puts it in the next release"? (FWIW, a little searching reveals that Fortnite seems to use the exact same anti-cheat company as PUBG: https://www.battleye.com https://www.battleye.com)
- quacker 9y agoI have a few reactions here: 1. Why should Epic go and reimplement anti-cheat that you can grab off the shelf? 2. A big part of limiting cheating comes down to the specific game design and implementation. You need a server implementation that is as distrusting of clients as possible, you need secure (networking) code, etc. Anti-cheat is not a cure-all. 3. Even without anti-cheat, Unreal Engine is still well-used by tons of single-player video games. I don't see it "unraveling" regardless.
- admax88q 9y ago> 2. A big part of limiting cheating comes down to the specific game design and implementation. You need a server implementation that is as distrusting of clients as possible, you need secure (networking) code, etc. Anti-cheat is not a cure-all. Unfortunately that's just not realistic for a large category of games. If you can trust the clients to some degree then you can really really offload a lot of server work. It's not feasible to process user's mouse input on the server in an FPS for example. Not just from a server load standpoint but from a latency standpoint.
- monstrado 9y agoYou don't need to do this in real time, instead you could log the data (e.g. mouse clicks, key presses) to something like a database, Kafka, or Kenesis. Now you've unloaded the anti cheat logic to other servers. You don't necessarily need to ban a player immediately. If you can accurately ban people within a day of using a cheat, then that's a pretty serious deterrent from using them.
- shasheene 9y agoFortnite currently uses EasyAntiCheat and BattlEye [1] [1] https://www.reddit.com/r/FortNiteBR/comments/82xyhb/launch_error_easyanticheat_not_installed/dvdng3a/ https://www.reddit.com/r/FortNiteBR/comments/82xyhb/launch_e...