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You misidentify the core problem, or at least why it is a problem from a business perspective. The problem isn't cheating itself, the problem is players feelin
by willcipriano 2y ago
You misidentify the core problem, or at least why it is a problem from a business perspective.
The problem isn't cheating itself, the problem is players feeling like they have been cheated (and thus not buying micro transactions in the future).
If you can limit player action to things that look plausibly human, less players will feel cheated and will be less likely to drop out.
This system would be put in place on top of existing systems and if implemented as I have described could be done so fairly cheaply from a operational perspective (getting it off the ground will require a good bit of dev time).
If you had ELO based matchmaking (that dropped matches where the player performed far below what they had previously done to prevent sandbagging) a cheater with "perfect play" would end up only playing against other cheaters after a time.
- autoexec 2y ago> The problem isn't cheating itself, the problem is players feeling like they have been cheated (and thus not buying micro transactions in the future). Any game I pay for that pressures me to pay with micro transactions already makes me feel like I've been cheated. "Free" to play games might be motivated that way though. Although I doubt it would stop cheating, making sure that players can't do impossible things is absolutely a good idea and something that should have been done ages ago. The best solution to avoid cheating is to play with people you know. Expecting a good time when playing with internet randos from all over the globe is maybe too optimistic.