this post was submitted on 08 Nov 2024
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[–] [email protected] 3 points 6 days ago (6 children)

I was speaking to the long term, 5-10 year in.the future. Analytics is a current solution and as far as I know works well. I was just talking vaguely about long term problems and solutions.

[–] [email protected] 5 points 6 days ago (4 children)

I think the best thing I’ve heard for long term solutions is to fix a lot of the cheating using server side solutions. In a game like CoD, that means the server doesn’t send you player positions unless you absolutely need to know them.

The other thing honestly is just increasing the investment required to cheat. That could mean that in order to play competitive game modes, you need to have signed in at least once for 4 weeks straight and played the game. Or you need to be a certain level. Issue hardware bans and IP bans to people. Require phone number verification.

What those things do as barriers is actually increase the potency of current detection methods. This should also carry over to accounts. I’m not sure why steams VAC ban system isn’t more popular. As in accounts need to be flagged as a whole when cheating in just one game is found.

There are many solutions but it’s just not a big deal for companies as the prior person said. Plenty could be done to at least make cheating harder and cost more time/money. But that won’t happen

[–] [email protected] 1 points 6 days ago (1 children)

Cod is peer to peer. Clients host the game server.

[–] [email protected] 1 points 6 days ago

They use a hybrid system now and only use peer to peer when dedicated servers aren’t enough, so they could just swap to purely dedicated servers.

However ignoring that, even a peer to peer system can do similar tricks if you don’t isolate the host peer to just one machine. That can even be done by spot checking with a company owned server. You use the server as a verification peer and have it as a backup host to the assigned peer. If your verification peer gets different ram values or what not, you shut the server down at the very least and place that peer on a suspicion list.

But even if they went the cheap route, just distribute the peer network. Let’s say that you have a game of 12 people. You could make it so that each peer is only assigned a certain part of the simulation and players (with overlap on assignments) and cannot track the entire simulation. It’s more complicated than a single server hiding info from you, but they could at least make it to where you’d need multiple infected peers to take over a lobby.

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