Now if only they could more clearly communicate when games are playable offline.

  • @[email protected]
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    13 hours ago

    I imagine the alternative way to combat kernel-level cheats would be asking player for all his game state data, validating it on a server?

    Wouldn’t work on peer-to-peer and you’d have to do a bunch of unnecessary compute(recalculating every tick if player-generated data is possible according to game rules) but its the only way I can think of.

    • @levzzz
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      42 hours ago

      Most games already do this lol Cheats usually don’t do anything that is technically impossible to do on a vanilla client, just highly improbable

    • bitwolf
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      3 hours ago

      Or bring server browsers back and let server mods handle it.

      I’ve rarely, if ever, had a bad time using a server browser.

      A more modern idea. Put all the chesters into the same lobbies through matchmaking

    • @DreamlandLividity
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      23 hours ago

      That does not detect things like wall hack and aim-bots that don’t modify the game state directly.

      • @[email protected]
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        12 hours ago

        Don’t tell the client what’s going on outside its vision, I suppose? Add a small buffer to compensate for latency, so wall hack would be more of a “corner hack”.