Re: No matter how good the next BF looks, you need to really nail anti-cheat
@poohty_t
EA/DICE do invest a lot of time and money into anti-cheat. Yet, there isn't a silver bullet fix all. Anti-Cheat is a 24/7 process of detection, refactor, patch. The cheat developers will always be 10 steps ahead of the anti-cheat devs.
Cheats work by modifying/reading local client data. EA/DICE, nor even Microsoft (Windows OS) can prevent that with current tech. All you need to understand on this issue is DKOM. Look it up. If you can write an application that uses DKOM efficiently you can go undetected. If DICE cannot detect a cheat it cannot ban for cheat usage.
PubG's report system is heavily flawed. AND you don't send a video clip with your report. The Server records a Demo of the match entirety. Your report denotes the player ID and in some cases a demo time reference. PubG's dev team download the match demo and review it. These demos are not video. They are Game Data that's used to 99.999% accurately replicate all player actions, inputs in engine. This is also what PubG's replay and death cam are. Death cams are n seconds of data stored in memory (RAM). Replays are data buffered in memory then written to disk.
Also note that reporting in game can result in players being "temp banned". All it takes is a few players (3-4) in a match to falsely report a player for this to happen. This is why it's flawed.
Shadow Banning Won't Work in Battlefield.
BF typically has a server browser which lets players choose which server they play on. If shadow banned you won't be able to join preferred servers, thus you'd know your shadow banned. It would only work on quick match type setups.
EA/DICE do invest a lot of time and money into anti-cheat. Yet, there isn't a silver bullet fix all. Anti-Cheat is a 24/7 process of detection, refactor, patch. The cheat developers will always be 10 steps ahead of the anti-cheat devs.
Cheats work by modifying/reading local client data. EA/DICE, nor even Microsoft (Windows OS) can prevent that with current tech. All you need to understand on this issue is DKOM. Look it up. If you can write an application that uses DKOM efficiently you can go undetected. If DICE cannot detect a cheat it cannot ban for cheat usage.
PubG's report system is heavily flawed. AND you don't send a video clip with your report. The Server records a Demo of the match entirety. Your report denotes the player ID and in some cases a demo time reference. PubG's dev team download the match demo and review it. These demos are not video. They are Game Data that's used to 99.999% accurately replicate all player actions, inputs in engine. This is also what PubG's replay and death cam are. Death cams are n seconds of data stored in memory (RAM). Replays are data buffered in memory then written to disk.
Also note that reporting in game can result in players being "temp banned". All it takes is a few players (3-4) in a match to falsely report a player for this to happen. This is why it's flawed.
Shadow Banning Won't Work in Battlefield.
BF typically has a server browser which lets players choose which server they play on. If shadow banned you won't be able to join preferred servers, thus you'd know your shadow banned. It would only work on quick match type setups.