Originally posted by dlq84
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Do you need to really know if a person is using wallhacks/ESP or radarhack to ban a player using these answer is no. All you need to know is the player is responding to information they should not know. Is it possible to server implement what the private rust admin do server side yes. Yes some FPS games really do. Nothing really forbids servers from intentionally sending clients a percentage of fake data.
Originally posted by dlq84
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Server side anti-cheat is a lot more effective than one would think. Yes the above paper is done with CS:GO. Turns out players using a aim bot of any form don't have natural human player performance values server side. Even they way a person with a aimbot or used aimbot moves though the map is different to a player who has never used aimbot software. Yes horrible reality you can detect a player who currently has the aimbot disabled who regularly plays with a aimbot due to the signature movement/behavour using aimbots cause. The alteration in play behavour that aimbots cause is part of the reason why players who cheat this way find it so hard to give up using aimbots as the reality is they have learnt to play the game incorrectly. Yes learnt to play the game incorrectly is also why those who use aimbots who decide to play in the in-person competition get wrecked so badly. Yes games with integrated aim assists consoles also have the same side effect of causing a particular style of play because of the aim assist and it explains why a player on console of those games is no good with the PC version of that game that does not have integrated aim assists. Aimbots and aim assists both can cause human player to learn how to play the game wrong/in a particular way that is server side detectable.
Yes your game collects the right stats on players you can in fact catch aimbot users that way even when they are not using the aimbot software. If they are not using the aimbot at the time you might as well let the play as they are going to be one of the weakest players in first person shooter game. Yes being able to detect aimbot users while their aimbot is off means that you can flag them for more detail monitoring and trap place.
Client side anti-cheat is not designed to locate players who in the past have used aimbots who are currently not using them. Yes on your good players at times server side anti-cheat will false positive for aimbot usage but this is under a particular condition of the game. When a good player as a false positive with server side anti-cheat for aimbot it is they are playing against player who are too low of a skill level for them. The reality here is when these false positives on aimbot usage happen all documented cases with a good designed server side anti-cheat the skilled player and the under skilled players are not really having fun and worse for the good player is their skills can degrade if they regularly do this. This is why server side anti-cheat does need a review logic when it trips to work out if it a case of a miss match of skill or if person is cheating.
Reality here playing like a player using a aimbot for a general human player is playing the game poorly when it comes to first person shooters. So if you want you first person shooter game to have a collection of good players who can make good streams in live events you don't want them playing like a aimbot player at all.
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