this post was submitted on 30 Oct 2024
1446 points (98.5% liked)

Games

32392 readers
1113 users here now

Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.

Weekly Threads:

What Are You Playing?

The Weekly Discussion Topic

Rules:

  1. Submissions have to be related to games

  2. No bigotry or harassment, be civil

  3. No excessive self-promotion

  4. Stay on-topic; no memes, funny videos, giveaways, reposts, or low-effort posts

  5. Mark Spoilers and NSFW

  6. No linking to piracy

More information about the community rules can be found here.

founded 1 year ago
MODERATORS
 

Now if only they could more clearly communicate when games are playable offline.

you are viewing a single comment's thread
view the rest of the comments
[–] Maxxie@lemmy.blahaj.zone -1 points 6 days ago (3 children)

I imagine the alternative way to combat kernel-level cheats would be asking player for all his game state data, validating it on a server?

Wouldn't work on peer-to-peer and you'd have to do a bunch of unnecessary compute(recalculating every tick if player-generated data is possible according to game rules) but its the only way I can think of.

[–] bitwolf@lemmy.one 8 points 6 days ago* (last edited 6 days ago) (1 children)

Or bring server browsers back and let server mods handle it.

I've rarely, if ever, had a bad time using a server browser.

A more modern idea. Put all the chesters into the same lobbies through matchmaking

[–] Appoxo@lemmy.dbzer0.com 2 points 6 days ago

Or bring server browsers back and let server mods handle it.

How will you handle competitive matchmaking? I agree for casual matchmaking though

A more modern idea. Put all the chesters into the same lobbies through matchmaking

Maybe moderm in relative termy but notnreally. One of the articles I could find on the quick is from 4 years ago: https://www.ign.com/articles/cod-warzone-cheaters-are-being-matched-up-together-as-punishment

[–] levzzz@lemmy.world 5 points 6 days ago (1 children)

Most games already do this lol Cheats usually don't do anything that is technically impossible to do on a vanilla client, just highly improbable

[–] Maxxie@lemmy.blahaj.zone 2 points 6 days ago

True, can't think of how would you combat a cleverly written aim-bot.

[–] DreamlandLividity@lemmy.world 4 points 6 days ago (1 children)

That does not detect things like wall hack and aim-bots that don't modify the game state directly.

[–] Maxxie@lemmy.blahaj.zone 2 points 6 days ago (1 children)

Don't tell the client what's going on outside its vision, I suppose? Add a small buffer to compensate for latency, so wall hack would be more of a "corner hack".

[–] DreamlandLividity@lemmy.world 5 points 6 days ago* (last edited 6 days ago)

I mean sure, that is how some (mostly strategy and tactical) games do it, but for an FPS, figuring out where the buffer should be would be a programmers nightmare. I guess you would have to try to calculate all possible lines of sights a player could have within some buffer time (100-1000ms) and then all players that could in theory enter them... Add physics and it is practically impossible.

Also, corner hack is useful enough and it does not address aimbot. IMO the answer is some combination of human moderation and ability to play with "friends" instead of randos. E.g. you could ask people to like or dislike a player at the end of a match and try to pair players that liked each other in the past.