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submitted 13 hours ago by ampersandrew@lemmy.world to c/games@lemmy.world

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

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[-] Maxxie 2 points 5 hours ago

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.

[-] levzzz@lemmy.world 5 points 3 hours ago

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 2 points 3 hours ago

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

[-] bitwolf@lemmy.one 6 points 5 hours ago* (last edited 5 hours ago)

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 1 points 3 hours 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

[-] DreamlandLividity@lemmy.world 2 points 4 hours ago

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

[-] Maxxie 1 points 3 hours ago

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".

this post was submitted on 30 Oct 2024
920 points (100.0% liked)

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