Re:Rockstar condemns Max Payne 3 cheaters to play only again...
by icebraining on Wednesday June 13, 2012 @03:24PM
(#4107918)
That only prevents impossible actions, like teleporting or such, but that's already not feasible with most games, since the server double-checks those. The hard thing is knowing whether a certain sequence of actions was done by a player or by an All-Knowing cheat doing it for them.
Re:Rockstar condemns Max Payne 3 cheaters to play only again...
by Retric on Wednesday June 13, 2012 @06:47PM
(#4108871)
Another option is to send false information to a client. So someone using a wall hack might see 7 people on the other side of the door and or players only get shown in their correct location when it's possible for someone to actually interact with them.
Re:Rockstar condemns Max Payne 3 cheaters to play only again...
by icebraining on Wednesday June 13, 2012 @07:07PM
(#4108955)
You can't really do that in many FPSs nowadays because you can interact with others even without seeing them; for example on Call of Duty 4 (2007), you can shoot and hit people through most opaque walls, and you get feedback from hits. So if the server were to put fake players behind walls or doors and a player just happened to shoot it, the game would provide false feedback.
Then, one could even have a limited set of extremely beefy full-game simulation machines that run in lockstep against a certain sampling of active game sessions (like 10%), banning a large enough subset of cheaters in real-time to ensure player confidence in the game's anti-cheating system.
I think some recent AAA titles work this way, although I'm not 100% positive as I have no insight into the server end of their systems (and what I observe as automated asynchronous cheating detection could be a vast number of human observers as well).