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Problem is the client would have to flag in some way that these were fake/decoys so that they weren't shown to the player and the cheat program would just check for that flag.
There are also hardware game hacks available these days which are virtually undetectable unless they are operating in "rage mode" which would see the game like a player would and wouldn't even know about the decoys to be fooled by them - even the best AI detection at best might flag them as suspicious but couldn't make a decisive call on whether they were actually cheating if just being used to enhance a player's performance rather than full on.
- Bg_gamme20 days agoNew Novice
You're right, and that's precisely why I want to delve deeper into this discussion. The average player complains about cheaters and continues playing anyway, but I don't want to be that average player. I'd rather try to start with issues like the ones you've raised and turn them into possible directions.
One idea I consider realistic is an optional external program that runs alongside the game and performs more thorough checks. While you play, it would ensure there are no suspicious programs running in the background, no memory injections, and no anomalous inputs that don't match natural gameplay. Since it's optional, players who want more rigorous checking could install it and be automatically assigned to cleaner lobbies with others who use it.
In parallel, I believe the way forward is layered defenses, not a magic solution:
1. Server-side probes or decoys that the client can't report,
2. The optional external client for players who want more secure lobbies,
3. Smarter evidence collection over time rather than immediate bans, to reduce false positives.
None of these methods would completely solve the cheating problem, but together they could increase its costs, make it less attractive, and protect at least part of the community. It may seem simple, perhaps obvious, but I'm sincerely tired of this situation, and I think many of you are too.
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