Forum Discussion

M0rph4eus's avatar
M0rph4eus
Seasoned Rookie
16 hours ago

The Cheating Fix Nobody Wants to Actually Implement

Cheating in online games isn't a detection problem, it's an identity problem. Anti-cheat vendors keep playing whack-a-mole with kernel drivers and behavior heuristics because they're trying to solve "is this specific process cheating" instead of "is this a real, accountable human." Flip the problem and it gets a lot smaller.

The system:

  1. Verified accounts only. To play ranked/competitive servers, you need an account tied to a mobile number and a real email provider — no Gmail, no Hotmail/Outlook, no throwaway domains. Use a provider that requires ID-backed signup or a paid domain, so burner accounts cost real money and real effort to make.
  2. Device-bound certificate. Once verified, the game client issues a digital certificate tied to that install — hardware ID plus account. This certificate is what the server checks, not just a login token.
  3. Server-side auth gate. Game servers reject any connection that doesn't present a valid, verified certificate. No cert, no join. This happens at the network/auth layer, before matchmaking, before the anti-cheat kernel driver even has to do anything.
  4. Ban = actually banned. Because the account is tied to a phone number and a real identity trail, a ban follows the person, not just the hardware ID. Rebuying the game or reinstalling Windows doesn't get you back in — you need a new verified phone number and a new legitimate email, which raises the cost of re-offending dramatically.

Why it works faster than software-based anti-cheat: current anti-cheat is reactive — it detects a cheat, cheat devs patch around it, repeat forever. This is preventative — it doesn't care what software you're running, it cares whether you're a verified, accountable person. A cheater who gets banned can't just spin up a new Gmail and be back in five minutes.

A few honest caveats worth flagging, since "fixed in a month" is the part that won't survive contact with reality:

  • Phone verification has a black market already — SMS-verification bypass services exist for pennies per number, and cheaters/gold-farmers already use them at scale for other platforms. It raises the cost, it doesn't kill the supply.
  • Privacy and regulatory pushback — tying gameplay to a real phone number is a significant data-collection ask, and in places like the EU it runs into GDPR questions about necessity and proportionality.
  • Legit players get burned — people who share a household, use work-issued email domains, live somewhere with unreliable mobile carriers, or just don't want their gamertag linkable to their real number will have real friction.
  • It doesn't stop the actual cheat vector — device-bound certs authenticate the account, not the client integrity. A verified, real-identity player can still run an aimbot; you've made cheaters more identifiable and bannable, not literally undetected.

The one gaming platform who has the balls to do this will show cheating will be wiped out in 3 months maybe less . 

3 Replies

  • M0rph4eus's avatar
    M0rph4eus
    Seasoned Rookie
    15 hours ago

    To give you some context so I'm not just making stuff up: I work in cyber security for the government, I hold degrees in both cyber security and intelligence and analytics, and I do threat hunting for a living. Game cheating and cyber crime are, for all intents and purposes, similar problems — almost identical in structure.

    Almost every gaming franchise has ramped up its anti-cheat, but that isn't the real problem. The actual source of the problem is stopping cheats from ever reaching the servers in the first place — once that's solved, the cheats themselves become worthless. That kills the online economy around cheat hardware and software, and vendors won't bother building or selling them once there's no money to be made.

    I've also got an IT background spanning over 25 years, and I've been PC and console gaming since the Atari days — I started on a Commodore 64. Yes, I'm an old fart, but one who knows a lot. My in-game reflexes and gameplay are still good enough to beat most players, even some cheats, and I'm sick of being punished for the minority of low-skill losers who take the easy route.

    My advice: implement the system I've outlined above, and cheating will be gone within three months. Anti-cheat can serve as a stopgap for anything that slips through, but I'd bet on 100% of cheating being eradicated within a year — and these low-skill losers can go take up chess instead.

    This is all contingent on every platform provider being on board: EA, Steam, PlayStation, Microsoft, Epic, and Embark (which hosts on Google) and battlenet. 

    Watch the cheats have a cry when they not only have to re buy any games they purchased but need a new mobile phone and legit email again to even play 😄

  • Like this idea a lot. Particularly as you give pros and cons.

    Your first point is probably difficult to implement. I have an email account from my internet/telephony provider, so would probably pass the test. However, more and more communication providers are throttling their email servers, or discouraging new sign-ups, pushing people to Gmail or other free services, to reduce costs.

    Perhaps EA could create an email domain just for their games e.g.  PlayerTag @ eagames . com

    It could just be used for direct communications with the player, no external communications.

Featured Places

Node avatar for Battlefield 6 General Discussion

Battlefield 6 General Discussion

Join the Battlefield 6 community to get game information and updates, talk tactics and share Battlefield moments.Latest Activity: 12 minutes ago
13,324 Posts