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Could you expand on "code your game correctly"? Let's say I'm playing your (correctly coded) game and I've got an aimbot, that snaps onto someone's head, how do
by DizzyDoo 5y ago
Could you expand on "code your game correctly"? Let's say I'm playing your (correctly coded) game and I've got an aimbot, that snaps onto someone's head, how do you detect/stop that from the server-side (the only place you can trust)?
- Stevvo 5y agoYou look for aim that is too perfect. E.g. humans nearly always overshoot their target before correcting, aimbots never do (unless they are trying to imitate humans)
- vkou 5y agoGreat, so now we'll adjust our aimbot to slightly overshoot the target, and swing back. Give it a little bit of randomness. A random delay of 50-100ms. Make it flat out miss a small percentage of the time. It'll still be better than 99.99% of human beings at clicking on heads, and will still win you 99% of fights against non-cheaters. Now what do you do, in your correctly coded game? Keep in mind, as a cheat developer, I can keep moving these goal posts.
- DizzyDoo 5y agoThis is exactly right. I actually think the worst thing about the suggestion you're replying to is that it is an over-generalisation. "Most players will do X", "they nearly always do Y"... yeah, okay, but what about the 10% who don't? The 1% or the 0.1% who don't? What about the ones who do as you describe, except for 5% of the time when they don't, or when they get lucky? I've hit genuinely lucky shots in a game, accidental good plays, for the receiving player they probably thought I was cheating, and yet I wasn't. The potential for false-positives is horrible, and you end up outlawing legitimate behavior based on a poor understanding of play.