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?

  • FuglyDuck@lemmy.world
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    11 months ago

    Maybe player rating systems? To where if a player is obviously cheating, other players can give that player a 1-star review. Enough of those and they get put on the naughty players’ server.

    Because that’s not incredibly easy to exploit. And even if it’s not intentionally malicious reporting… there’s idiots who seem to think them lossing means the other cheated.

    I’m reminded of my time in WoW- vanilla wow when T-0.5 was still the best gear yiu could reasonably get. Any how this fully geared T0.5, l60 warrior tried to gank my greens-and-blues geared l58 mage.

    He waited until I was drinking, for that free crit. I was OOM, cuz I was ape grinding mobs.

    I killed him using r1 frost bolt, frost nova and my wand. (Warriors at the time had zero ability to reliably gap close against any kind of mage.). Eventually he tried to run. He got but hurt from all the frost bolts I rammed up his ass.

    Decided there’s no way a level 58 should be able to kill a 60. Now. Here’s the thing I’m very much “red is dead” in games with pvp. So of course i camped his ass. One, it was basically free HKs, two, he tried to gank a lower level, three he tried to gank an OOm mage. And four? Did I mention the free HKs?

    In any case of course I got reported for haxxors. GM was like “dude are you camping him” I’m like “he started it… he could always get a friend.”

    (He did. An equally terrible hunter. It was almost adorable.)