• Ah. The ARMA method of dealing with cheaters and pirates by turning them into a random animal that can’t use guns.

    I approve as long as it’s not broken like it was in ARMA and triggers even if you’re not cheating with a legit copy of the game.

    • Riven@lemmy.dbzer0.com
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      1 day ago

      That’s sorta a given for games in alpha. It would be weird to code an extreme anti cheat when you don’t have any of the gameplay systems even set in stone and tons of things can still change. A basic one works fine for now.

      • unexposedhazard@discuss.tchncs.de
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        1 day ago

        There is no functional anti cheat system. Its an inherently unsolveable problem as long as there are private computers that are not under full company/state surveillance. This is what consoles try to be but those suck ass.

          • unexposedhazard@discuss.tchncs.de
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            15 hours ago

            Explain. Throwing money at an unfixable problem doesnt magically make it fixable. Any conceivable piece of anticheat software or hardware can be circumvented as long as it is running clientside.

            Even if you fully controlled the computer running the game, there are already external cheat system that use the video output to give you aimlock by taking control over the input devices.

              • KairuByte@lemmy.dbzer0.comM
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                24 minutes ago

                You’re talking about running everything other than graphics rendering (not graphics compute mind) and UI input server side, including physics?

                Apart from the fact that this would be inherently expensive as you mentioned, it would also require extremely fast internet with extremely low ping or jitter.

                It would also not prevent aim botting, bots in general, or input related exploits like macros and “turbo mode”.

                I’ll just reiterate what they said. There is no such thing as a perfect anticheat. It is impossible.