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> So don't let clients react on information until 8ms after they get it?

This just delays the problem by 8ms - you still have all the same problems, except you've introduced 8ms latency. The cheats are still perfectly accurate, and are responding to perfect information. If you could only delay the information to the cheat, then you wouldn't need to do any of this because you could reliably just boot out the cheaters.

> ollect probabilistic evidence on players until you have a lot of evidence that a player is cheating, and add them to the “we'll ban later, but let's mitigate the damage for now” list.

That's what anticheat providers already do already, and yet we still have that problem.

> We're at the level of cheating where it's unlikely your anti-cheat will help, because they'd just fork out the €50 for cheating hardware.

Hard disagree here.

1) if you have an algorithm which can statistally distinguish cheating players from non-cheating players enough of the time, I'm guessing you have an algorithm or model that you can point to that does that? Because as far as I'm aware, they _help_, but don't fix.

2) People aren't forking out for dedicated hardware to spoof mice en masee, but they _are_ forking out for kernel level cheats to bypass the userland detection.




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