Why is it not more common to implement anti-cheat on the server instead of the client? Is that not more secure? Couldn’t the server just check what vision a player should have and not provide any other information to prevent wallhacks or maphacks? Or check how fast it is possible to move to prevent speedhacks? Aimbot is a bit harder to detect I guess but what about the other ones?

  • Endorkend@kbin.social
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    1 year ago

    You can’t check the source of cheating on the server side, as it is run on the client side.

      • Endorkend@kbin.social
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        1 year ago

        That’s a statement in the same ballpark as “people who get vaccinated can still get COVID, so why get vaccinated at all”.

        Seriously, where do you even come up with that level of daft argument.

          • Endorkend@kbin.social
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            1 year ago

            Nature itself is literally making new covid versions.

            And our immune system detects and fights most of them similar to how virus scanners can detect a virus it doesn’t know. By detecting similarities.

            If a new variant comes along that is so different from the OG virus that your immune system doesn’t know what to do with it, they develop a new vaccine, which you have “install on the client side” by getting the vaccine, to protect you from getting sick from it.

            If new methods are developed to cheat, the cheat engine gets updated to detect those too.

            As for “brief dip”, that’s the only thing needed for a product launch.

            If a game is rife with cheating day one, it’ll fail.

            If it only gets rife with cheating when people are already invested in it, the cheating is much lower priority.

            That doesn’t change that fact that at the server side, you’re unable to detect most prevalent forms of cheating.

            Wallhacks and aimbots are nigh impossible to detect on the server side.