this post was submitted on 27 Apr 2024
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Yeah honestly, I bought Tarkov second-hand for $8 and even then I felt like I was getting ripped off.
It's probably not news to anyone but the game has extremely lax anti-cheat controls.
As for why people would cheat in an online game, it always seems obvious from a psychological standpoint, but the cheats for Tarkov are so egregious they're like full blown developer offline DEBUG TOOLS.
I don't mean "oh no, aim assistance, and they can see you through walls" -- the cheat tools are hooking into features of the GAME ENGINE ITSELF, allowing players to see:
They can also: Teleport, FLY, increase or decrease their run speed, jump height, and so on.
The cheaters are basically running around with admin privileges in the game, and the developers don't give a flying fuck. It's like GTA5 levels of cheating.
Why would anyone play such a game, much less pay $150 to be abused by people? You can slam your dick in a car door for a lot less.
Whats sad is that people keep wanting more client-side anticheat to fix this, when the real answer is server-side anticheat and changing the engine to stop being so leaky with that much information.
It's easy to just handwaive and say "Server side will fix it" but here's a major issue:
You have to render people in before they appear. How do you do that without the client knowing where people are?
By rendering people, as in sending data about an object that should be rendered, in a few pixels before they would be visible. And not at all on distances, without a scope (as they would not be visible). Footsteps etc. could be represented by two noise levels precalculated by the servers very roughly, so you can tell someone is there behind you, but a cheat could not determine where exactly.
You want a server to determine if a player should be visible (ie render each player's perspective) and then get that back to them right before someone walks around the corner? With latency you'd need to render people in at least 200ms before they appear... Which is still plenty of time for a hacker to flick to them and kill them.
True that, but I imagine such sudden flicking to seemingly random positions to be much more obvious than if the hacker had 10 seconds to see the player, tactically preaiming a corner pretending to hold an angle to then be lucky and hit a shot. Would be harder on games with smaller maps, CS like, as holding angles would be much more common than in open worlds - eg. Tarkov.