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Many more people will play the fun game with cheating than will play the game you make to be “secure”. In your game design not only is it dull because you have
by meheleventyone 7y ago
Many more people will play the fun game with cheating than will play the game you make to be “secure”.
In your game design not only is it dull because you have a 50:50 chance of having the right gun equipped to take advantage of a situation even if no one is cheating. But it’s still very amenable to cheating both because the cheat would be able to switch weapon the instant the client was informed of the state of the opponent, beating a human where it actually matters and would still be able to have a mechanically perfect aim.
Most videogames actually have the sort of human reaction prediction you are talking about and that’s why people cheat because they are bad at it. So make it up by exploiting information sent but not displayed or through mechanical assistance. The interesting case there is that mechanically good players that have a good read can beat cheaters.
Stuff like the DeepMind successes playing Chess, Go and Starcraft ultimately show that even with an environment where things are fairly level that computers have the edge in games albeit with an unattainable for cheat makers level of technology.
- AnthonyMouse 7y ago> In your game design not only is it dull because you have a 50:50 chance of having the right gun equipped to take advantage of a situation even if no one is cheating. Except that it's not random, because you can try to figure it out. You know what's in the map. If you go to where a particular weapon is and it's not there, now you can expect the opponent to have it, so you start looking for defenses against it etc. Or you know that you're playing against Bob and Bob always goes for the same weapon like a chump because he doesn't know what to do with any of the others. Or you get a weapon and then go around collecting every defense against it on the map so the opponent can't get them. > But it’s still very amenable to cheating both because the cheat would be able to switch weapon the instant the client was informed of the state of the opponent, beating a human where it actually matters and would still be able to have a mechanically perfect aim. Which is why it's not about switching faster, it's about making the right choice to begin with. The whole idea is if you have to switch at all you're probably already dead and switching a half second faster isn't going to save you.
- meheleventyone 7y agoI’d suggest you build this design and try it out because you have some really rosey eyed ideas about how this will work.