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Anti-cheat

Discussion in 'Ask the Team' started by Angelos_Sanguinum, Nov 5, 2013.

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  1. Domilyus Schlifer Prefectus


    2 Years later same problems keep coming, and sorry but they have promised many things and then had to go back on what they wanted to due to tech limitations, its a money grab in my eyes and is switching over more and more to an MMORPG standard, i got burned by them once not again.
  2. Droguza Droguza Active Member


    I know casual PvPers like yourself, who refuse to believe hacking exists in a game they enjoy.

    My cousin still plays Modern Warfare 2 on the PSN, and is in denial, to this day, that any form of exploitation ever happens in his team deathmatch games.

    I have seen outlandish events even in World of Warcraft, A server maintained and policed by professionals... Players running at 500%... trolls teleporting between flagrooms to win a game in under 30 seconds... A character utilizing skills from every talent tree available to their class...

    As for teleporting, I will show you how i do it... I can jump straight to the solution.

    Money. Pay for the game so people can be payed to police it.

    Also... many of these posts are over the borderline for trolling. Feigning naivety is a parlor trick, i see right through it.
  3. You can't use client side anti-cheat software or server end anti-cheat software to prevent aimbotting to make up for a lack of taking it into consideration during game development, only way to prevent it is to make the gameplay itself render aimbotting software as being pointless to use. In other words making a perfect aim on something or having a perfect aim on something with "boom dead" points along a vertical or horizontal plane pointless because the gameplay mechanics of the game make perfect aiming to be pointless.

    There are a couple of clever ways prevent aimbotting in a game 'worth it', which uses manual targeting.

    Global Damage Allocation: "There is no Headshot, only an object with a health bar"
    This is used in almost all MMOs with lock on targeting, it is also used in 3rd person action games, including a current existing MMO which uses manual targeting for hit allocation, that being TERA Online. What's the point in an aimbot in a game which uses health bars and no hit points, just a single collision box? It's simply reduced to a target lock on application that does little to artificially improve your skill.​

    Artificially Generated In Game Accuracy: "In real life, simply pointing and shooting doesn't mean you'll hit it, you need to aim and factor in the wind!"
    Once you aim, you need to wait to get an accurate shot, let the reticle settle or stop shaking, which has a timer on it, in that time the opponent can move, then on top of this there is no direct path of fire for weapons, bullets are effected by artificial drag, such as wind, gravity and other factors like armour on the opponents, even with an aimbot, one can not account for all the randomly generated factors effecting the movement of projectiles based on the physics engine of the game and also on top of this must be using the correct ammunition to combat the target opponent, you need to lead the target, take into account factors only a human mind can calculate. In games like World of Tanks or Mechwarrior etc you're aiming at large targets with different critical points with a reticle which has inbuilt aim discrepancy, you can't just aim it at something and fire. And after you have fired, your weapon has a positive and a negative to it, for instance some weapons reduce accuracy or do less damage at longer ranges, or do less damage at shorter ranges and more at longer ranges. Some weapons are effected by electronic countermeasures.​

    Of course I am only using simulation games as an example here, but this can also be applied to action focused games as well. In Battlefield 3 and 4, sniper rifles and cannons are effected by artificial bullet arcs, intentionally placed by the developers to combat aim-botting from long range. As in that game someone could have an aimbot but get owned all the time at close range because it's all about tactical team work rather than running around being "my personal Rambo".

    Another contributing factor to the cheating in Counter-Strike as well as in Call of Duty and PlanetSide 2 can come directly down to the fact the game IS balanced. Thing is, there is so little difference between the weapons in their stats that it comes down to "whichever is the fastest with the least recoil is the one you should always use" there is no "best weapon for best situation" scenario in those games like in Mechwarrior where the stats on all the different kinds of guns are vastly different. When you make your game completely focused on teamwork over individual skill, it makes cheating not worth it. So people eventually stop doing it, or when they do it, it doesn't become noticeably impacting on the game in the long run.
  4. I want bolt pistols to headshot orks out of existence like in Space Marine. So I will prefer anti-cheat software to "Global Damage Allocation" .
    Also Tera is a crap, Darkfall UW is the only hardcore non-target full-loot mmorpg.

  5. Well was just giving an example, Darkfall unfortunately isn't as well known.
  6. Shroom Mage Shroom-Mage First Blood!


    Making all of your shots less accurate just means that you need to ensure every shot counts, which means that aimbotting is still advantageous... unless of course your targets are the size of tanks, which we know won't typically be the case here.

    You either make aiming so easy that everyone is effectively as accurate as an aimbot or you find a way to detect and eliminate aimbots. Neither option looks fantastic.
  7. Or you make sure aimbots aren't as effective as humans due to making intelligent targeting necessary. There are obviously upsides and downsides with all of these approaches.
  8. Warsmith Matt Warsmith_Matt Well-Known Member

    i hack u tavorichy
  9. FabricatorGeneral Unbihexium Forum Beta Tester

    This still worries me because I can't fathom how the game/pikkoserver can do all this without latency issues or how such issues can be made to not set off the system with a false possitive. Especially when pikkoservers all around the world also have to communicate amongs themselves.
    Can all this really be done while not going above 80ms latency?
  10. First of all - the PikkoServers are not going to be distributed all over the world, they work well because they are inside a very fast local network and only give a very small extra latency on top of the normal latency you have.
    Second - 80 ms latency will not be a problem, and it will be masked by gameplay and animations (as example). so e.g. you have a bolter which shoots 4 shots a second, then you would have 250ms per shot to send a message to the server, let the server calculate the effect, send a result back to the client and "show" that result. This means that you can have a ping of 125ms and will not have any different 'gameplay' than someone with less latency. these are techniques we are applying to our game to make sure that latency is not as important as it is in a pure shooter.
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