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[–]C3P0 2 insightful - 1 fun2 insightful - 0 fun3 insightful - 1 fun -  (3 children)

That requires too much bandwidth. Maybe even 1000x the amount of bandwidth that is usually required. Also, a player with a bad connection could sometimes do things like clip through walls, kill you without even having vision of you. That's not actually cheating, but rather a side effect of the server-client system.

[–]SaidOverRed 2 insightful - 1 fun2 insightful - 0 fun3 insightful - 1 fun -  (2 children)

Warcraft III (not the reforged/refunded version) had something similar and that was super old school small bandwidth: all user actions were recorded and available for playback. It's pretty easy to see most all cheaters that way.

[–]C3P0 1 insightful - 1 fun1 insightful - 0 fun2 insightful - 1 fun -  (1 child)

Right. It sounds so simple to ban the cheaters, but in reality the AAA game developers struggle. Those RTS games are rampant with cheaters. The FPS genre too.

[–]SaidOverRed 1 insightful - 1 fun1 insightful - 0 fun2 insightful - 1 fun -  (0 children)

Yes, I am right. But you are too. The RTS's were rampant with cheaters, but that was not due to the cheaters being undetectable. Plenty were found and nothing was done. Don't fall into modern assumptions about responses to found cheaters.