5 ms·
>The better solution is often live admins with a cheat-report button, server-side physics reconciliation trip-wires/audits (no time-travelers), and using clippe
by nemothekid 2y ago
>The better solution is often live admins with a cheat-report button, server-side physics reconciliation trip-wires/audits (no time-travelers), and using clipped areas for character buffering (x-ray vision attempts floods buffers and crashes the client.)
A lot of these mitigations are table stakes, even cs1.6 had server-side physics reconciliation. Aimbots are a type of cheat that cannot be detected by the above and completely ruin games. If cheaters proliferate in your game, you end up with a dead game.
- eikenberry 2y agoIsn't a solution to this to frame the game around communities of some sort, teams, parties, squads, bands or whatever. Basically a group you can trust. You can then play with them without worry of cheating. This works best for co-op games but some competitive games could be modeled in a way to make this work.
- Joel_Mckay 2y agoIn general, people that are having fun with their friends are usually not laming up their own server events. Have an awesome day, =)
- baby 2y agoTry that on a 50 person map in battlefield
- Joel_Mckay 2y agoI assure you aim-bots are easily detectable, as many simply use client log-replay comparisons. People will often get bounced to a cheaters server at some point while the admins laugh at their antics while trying to QA the issue. Have a great day, and let the ban-hammer fall =)