A place to discuss privacy and freedom in the digital world.
Privacy has become a very important issue in modern society, with companies and governments constantly abusing their power, more and more people are waking up to the importance of digital privacy.
In this community everyone is welcome to post links and discuss topics related to privacy.
Some Rules
- Posting a link to a website containing tracking isn’t great, if contents of the website are behind a paywall maybe copy them into the post
- Don’t promote proprietary software
- Try to keep things on topic
- If you have a question, please try searching for previous discussions, maybe it has already been answered
- Reposts are fine, but should have at least a couple of weeks in between so that the post can reach a new audience
- Be nice :)
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Server side monitoring of inputs and better code that didn’t tell the client computer where everyone was behind walls would be a start.
Let’s not pretend that anticheat isn’t a poorly made, anti-consumer bandaid for a game company’s lack of investment in security and quality net code.
Gonna be real, this sounds like you just don’t know much about networked game programming. As if in the 20 years of the entire industry trying to solve the cat-and-mouse of cheat developer versus game integrity, no one thought of “uuh, lets jusy not tell the client where they are until they r on screen” and realized it was unfeasible.
And they all do that anyway. Information generally isn’t revealed to the client unless it needs to be.
Yup… There are definitely some games that have netcode that’s just too easily exploitable (e.g. the old god mode cheats where you could just cover the whole map in smoke, fly, etc).
The bigger issue is and has always been the more nuanced cheaters. The ones that have cheat clients that act more like a guiding hand, just caressing the crosshair (or the packets) for the perfect headshot for a 75% increase in accuracy.
That’s not something that can really be detected well over the network… It just looks like a player doing normal things.
It’s necessary for the client computer to know where other players are, though. Like, if someone is walking in the other side of a wall to me, or shooting their gun around a corner from me, it’s important for me to get audio cues, for instance.
As for server-side input monitoring, that can only take you so far. It’s easy enough to add a random element to a script so things don’t happen at fixed intervals, for example. Most of these games do use server-side input monitoring on top of client-side anti-cheat.
Audio cues can be intentionally non specific enough for the client to be able to determine the exact location of the source and for a cheat to overlay the position, tho.
Seriously, you guys see all the overwork, burnout, and abuse of developers for basic fucking features on launch but somehow manage to have nationstate level architecture to prevent cheaters, but oh they just can’t manage to beat the cheaters by not having 3rd party malware and spyware on every connected machine? Some people really here need to grow up and remember the conditions under which these games are made. Games have basically 0 security considerations, proven by their willingness to outsource the entire concept to a 3rd party who can take all the legal liability and at the same time giving us the sorriest excuse for “anti-cheat” while still not solving the problem.