With the introduction of steam we have seen a lot of cheaters get pumped into the game (and its pretty clear that EAC is not stopping them).
The solution I propose is that the team incorporate some kind of server-side anti-cheat. I am not concerned personally with players using chronus or light cheats, only those where its almost undeniable that cheating is occurring.
an example of how this might function is as follows:
client 1 is the player and client 2 is the cheat. The server is you guessed it, the server.
- client 1 engages in a fight with client 2.
- client 2 fires at client 1, but in reality there cheats are telling the server that they fired 30 proton rounds at the players head (or whatever gun they are using) in 1 second with perfect accuracy as an example.
- the server recieves this and looks at the information to verify the action (not computationally intensive). with a quick check it concludes that one player cannot fire that many rounds in such a short time frame. to fix this the server does not let this corrupt information alter the game state for the other players and instead sends what is in parameters. 1 proton round roughly per second is what will be shown to other players in the game state not 30. In affect a check is performed to see if the action is within possible parameters.
- the result is that client 1 will be aimbotted (because were are not trying to fix chronus type cheats, only stuff like shooting through walls and curving bullets) probably, but they will not instantly die because the server will not allow the excess damage the cheater is send to affect the game state.
In essence, most of the cheats would not work if the server did not allow them to work as it is what manages the game state.
Let me know what you think