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John-mcClain's avatar
2 years ago
Solved

Can We Get a Real Anti-Cheat Please?

So cheating is here to stay in FPS games, or so one would think. Apex Season 21 is a cheaters paradise, XDefiant launched a few days ago and cheaters already infested the game within 2 days, zen scripts is literally a top google search. The finals was damn near destroyed after cheaters infested the game to a point most (including myself) just stopped playing. Name any AAA FPS, cheaters have been a serious problem.

Now I am not a programmer, nor versed in coding, but we can’t as a community and watch as this cheating cancer takes over literally the entire FPS genre. There has to be an answer that is more simple than we think right? I mean is it theoretically possible to just program a “true anti-cheat” that could pick up when a player is having more than normal accuracy and just monitor it for a bit? Would it be possible for someone to program an average accuracy or dps, and have that as a baseline, that then has an AI run against reports of cheating? Can we make IP address bans a thing again?

As a player who just tired of watching clear as day walling, aim botting, and general cheating in FPS games and specifically Apex Legends, there has to be a way to end this. Otherwise I feel like FPS games are on the brink of collapse like someone with stage IV cancer. There’s a chance to make a change a beat this, but you have to act radically now. With XIM, Cronus Zen, dual computers and smart monitors with AI, there is cheating for every budget from $80- $5000, you can cheat and with enough money spent get away with it. 

Maybe I’m delusional, but if we give devs and true sign of; “hey fix this or I’m done” we can beat them, otherwise, like most of my friends and myself, I find myself finding other game to play because I just don’t want to spend my weekends playing against cheaters who have ZERO repercussions from cheating, can get caught, make a new account and do it over and over and over.

  • EA_Mako's avatar
    EA_Mako
    2 years ago

    Hey folks!

    Just dropping our latest update on the recent anti-cheat progress. 

    Work is always ongoing on this front, but here's a quick look at some of the improvement we've seen since the recent changes.



     Post Marked as Solution for Visibility

52 Replies

  • WhoopFighter's avatar
    WhoopFighter
    2 years ago

    @el7uarvszheoI've heard that it's now impossible to region lock because of VPNs. I'm not sure if that's 100% accurate, but sounds correct?

    I agree with the lag comp argument though. After a certain amount of lag, you should be the one having the bad time. It's your job as the player to have decent internet and to play on servers that are close to you if possible. After 80ms of ping, I think you should get less and less compensation until you receive none.

    I have seen a lot less blatant cheaters lately, which is fantastic, but there's still people either low key cheating using minor things like no sway, disabling movement penalties, and other nuanced stuff like that. Some people just bounce around like crazy and land all their shots, meanwhile I get deadslides running in a straight line. We're not playing the same game.

    I had a game earlier where this one particular player would not receive any damage an arms length away. They were sorta bouncing around, but I had my setup that I try to use most rounds, that I frequently get 2-4k damage games with, and still, not a SINGLE shot was registered. Happens all the time. It's hands down the most infuriating part of the game.

    I think Apex could explode in popularity again if they raised the tick rate, improved the networking, and lowered the lag comp. People want their games to feel fair. On paper, balancing two different players latency's to meet in the middle might sound okay, but IT'S NOT. No one wants that.

  • At this point, I think the main defence against cheaters is tackling the issue at a design level.

    The issue that we're seeing is that with a lot of FPS games is that if you have perfect aim (such as through a script), you can simply bully players into submission with no counter play*.  If that weren't possible then I don't think cheating, or at least aim-bots, would be nearly as popular.

    Fighting games, in my eyes, have been handling the cheating issue fairly well especially with how little fighting game devs have been focusing on the online aspect up until relatively recently.  Given that execution, while still important, cannot carry you alone it makes cheating less appealing.  As a cherry on top, 'local' tournaments where players meet up at a physical location can serve as further protection if one so chooses.  I'm not saying it's not impossible to hack in fighting games or that there aren't other ways to exploit these games for an unfair advantage, but I think a few lessons can be learned here.

    *Yes, the best players can potentially defeat a hacker for a sick clip, but that's difficult even for them

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