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DT misses the main dynamic why so many cheat in online games.

It's basically like an arms-race cascade.
Somebody makes the first move by making a game-hack and going online to "cheat-bully" a bunch of other players. They don't consider this unfair or petty, because they had the skill to make the cheat-program and technically they use their own skill to beat the other players. Obviously those other players do not see it that way, and some of them will make their own cheat-programs or pay somebody to do it, so they can cheat-retaliate. They want to be ready, the next time somebody cheat-bullies them, so they can switch on their cheat-program and even the score. They will also use their cheat-program against regular players, maybe because they mistake somebodies luck as cheating. And then more people get annoyed at this and that sets off an expanding cheat-wave. The reason why this is so unstoppable is because countering cheaters with cheats is rational behavior on an individual level (game-theory: retaliation in kind), it is only irrational on a collective level.

Developing anti-cheat software is not a effective method to fix this problem, it's just containment to keep it at bay. Anti-cheat software isn't even intended to solve the problem, it's only intended to counter-act it. That's the business-model. If they make an effective solution that fixes this problem once and for all, they won't have repeat customers. It's also very plausible that the people making the anti-cheat-software are also the ones making the cheat-software. After-all the most profitable way to exploit a conflict is to supply both sides with "weapons".

There is a simple solution.
Step 1 A server-side algorithm measures the primary skill characteristics of the game
Step 2 Sort people so they play against others with a similar skill level.
Step 3 All the cheaters will register as having a superhuman-skill-level and sort them self into a few cheater-servers.
Step 4 Non cheaters will register as having a human-skill-level sort them self into the non-cheater serveres.
Problem solved
People who want to cheat for the sake of hacking the game as a programming challenge can do that, people who want to play fair will not be bothered. Only Assholes that seek to ruing the fun for others will loose out.

So shooter-games for example one would measure aiming-accuracy and reaction-time. People who use aim-bots would measure as having really high accuracy and super-short reaction-time, and there would be no need to determine whether or not somebody is cheating and no risk of false-positives. The objective server-side measurements will reliably sort the cheaters into the cheater-corner, where they can continue one-upping each other until they have fully automated playing the game and can get hired by game-companies to build really advanced non-player-bots. Everybody else will have a pleasant experience playing the game as intended against players with a similar skill-level.

Thank you for attending my Ted talk on first-world problems


Even if max performance is used as a metric, you'd still get sucky players who cheat playing against skilled players which would cause the game to be abandoned by advanced players. Depending on the performance metrics, someone could also just throw games to get placed lower if median or mean performance is used. This isn't to mention the fact that all of this would have to be done without the players knowledge as it would be easy to modify an aim bot to just have a variable time between two values to get plausible reaction time. Many cheaters also just use things like hacks that make you see though walls which is harder to identify. The solution is for young men to stop playing video games, go outside, and get radicalized.


>if max performance is used as a metric…
You are right that cheat-programs would try to by-pass this too. And if the metrics are too simple they will. However a server-side algorithm that compares sufficiently detailed player-input-patterns will always be able to pair like with like. Cheat-software trying to get around this mechanism, will at best simulate a very skilled human player. I don't see that as a problem, really skilled players don't ruin the fun, and neither will accurate simulations of that.

If it's not just about preserving the fun and you try to make a game into a honest sports competition, it needs to be a LAN-party where you can physically check on people anyway. People have build game-hacks into user-input devices after all.

>hacks that make you see though walls which is harder to identify.

So this is about being able to see what other players do, when you shouldn't be, according to game logic. That can be fixed by only updating the game-client about events and objects in the player's field of view. This requires more sophisticated netcode and it will be harder to keep latency low, but it should be doable.

>The solution is stop playing and make revolution.

Will shittification of games eventually set off a revolution ? I kinda want gamers to revolt because of micro-transactions-casinos and the creeping user-expropriation of software via DRM-randsomeware/criple-ware.


I used to nolife CSGO and the amount of cheating from matchmaking to even among the professionals is why I got blackpilled on competitive games, now I just mostly play casually.


File: 1697086556046.jpg ( 342.22 KB , 850x1189 , Image Fight flyer.jpg )

OP being a fag who can't find /ga/ aside,

Even people in the "competitive" scrolling shooter scene cheat their asses off with rapidfire cheats. Here is a whole genre of games with arcade roots that's all about self-imposed challenges, about pushing yourself to the limits of your skills with self discipline in a mostly singleplayer experience, and little bitches with delusions of achieving respect among their peers can't help but ruin old games that were never intended to be balanced around 30Hz autofire. And they always use the utterly pathetic justification with hints of racism of "because the Japanese do it".

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