this post was submitted on 08 Nov 2024
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[–] TheDorkfromYork@lemm.ee 3 points 1 week 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.

[–] CleoTheWizard@lemmy.world 5 points 1 week 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

[–] jerkface@lemmy.ca 2 points 1 week ago (1 children)

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.

Presumably because this opens players to significantly damaging abuse from server operators. Players aren't the only ones who fuck around.

[–] CleoTheWizard@lemmy.world 1 points 1 week ago

I don’t mean individual servers. What I more meant was let’s say a game uses a standardized anti-cheat. Like EasyAntiCheat or Battleye or similar. And whoever runs your game service (Steam, PSN, Xbox) can vet these anti cheat programs and allow them to create a record on your account of cheating.

And obviously these things get false flags so you can account for that, give people strikes and allow appeals. And games would have the option of banning you for: having too many strikes total, violating only a specific anti-cheat X times, or ignoring this system except to place extra suspicion and resources on those already having strikes.

Also having an account tied to hardware is a no brainer and I’m surprised that this doesn’t get employed often. I know IDs can be spoofed but that’s another barrier potentially.

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