Whelp…I’m out. (I expected this to happen before they said anything though, honestly.)

  • @rdri
    link
    English
    -31 month ago

    Just decide that more than X inputs per second equals cheater, and measure that on the server side. No need to riddle users systems with code waste.

    • @Pixelguin
      link
      English
      2
      edit-2
      1 month ago

      Mashing is rarely a concern in fighting game cheats, it’s either inhuman reactions (hard to distinguish from a lucky guess) or always guessing right on plus/oki situations.

      More complex cheats don’t activate every time; it’s basically impossible to measure whether your opponent in Street Fighter has a “auto perfect parry 15% of the time” cheat running.

      • @rdri
        link
        English
        01 month ago

        Correct, it’s impossible. And anticheat will not help with identifying such complex cheats.

    • @ampersandrewOP
      link
      English
      11 month ago

      You can mash fighting game inputs pretty hard. That’s too simple of a solution.

      • @rdri
        link
        English
        01 month ago

        You can also mash them without doing much work with your fingers, and no kernel level anticheat will detect that. If you really want, that is.