Still, an server based damage over time check would easily trigger an message to devs automatically. This would not even be too hard to implement imho.
Your explanation about intrusive software checking your pc is valid if people would agree to find subtle hacks. We are not talking about subtle hacks, but blatant obvious hacks which damage the reputation of DB. Please take this into consideration, maybe I was not clear enough in my OP.
Implementation an server based check would prevent a lot of hassle and would ideally result in swift action. This in turn would benefit the community as one can clearly experience on the forum and during contact with fellow DB’ers.
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There is another type of AC that usually works with other more traditional AC software that can be used. I’ve talked about it in the past. FairFight is the most common/used that people know but there is other software out there. It analyzes things like hit percentages in real time and then tries to make an educated guess on whether or not the player is playing legit. I actually like this type of solution and I know it’s been used in other games. However, it does have a chance to remove/ban people who aren’t cheating.
Excuse me but I am going to use myself as an example to avoid being anecdotal. I have a pretty high hit % with the Stark as I average 47%. With an average accuracy that high it’s probable that I’ll have some games where I am hitting above 80%. Back in the day I had multiple Q3 matches where I hit over 90% on my railgun shots over long matches. Fairfight, if tuned incorrectly, has been known to ban players who go on a good run of accuracy like that. So it comes with it’s own type of problems. Hell, you could go on a server with a friend to test headshot damage with different guns and find yourself banned.
I get your point about the “1 hit kill” but that’s a UE3 issue. I’m not sure a lot can be done with that unless there is software that is recording the amount of damage done in a window of time. It sounds easy, and in theoretical sense, it is. But when you multiple calculations like this by thousands of players all happening in real time all over the world then you start to understand the type of resources required to run something like this. I haven’t looked into any methods to patch this in UE3 but I have a feeling it’s not possible and I’d wager it was the first thing SD looked into.
I’m not saying something couldn’t be done. But it would take a decent amount of dev work and a lot more horsepower all for a tiny amount of gain. And all you end up with is people still cheating. They will just do things that “fool the system” and keep on doing what they do.
So yes, it is damaging to DB. But anti-cheat hasn’t been able to beat all cheats and “obvious” ones for literally decades. There are a lot of reasons for this. The best you can do is understand what is being done and set your expectations correctly. Yes, some guy might drop into your server and cheat and that sucks. But being overly upset at the game and the devs for not solving a problem that literally no other company has solved for over 20 years isn’t going to help things. All we can do is provide feedback and do our part keeping things clean at a community level (AC is a layered system). If things get out of hand changes will be made. DB already changed to NGS when things didn’t work out with XIGNcode3.
@rancid Yeah man, I have had that happen to me on US servers. Hell, I was watching @NxA_Noxie on Twitch earlier and the server they were all on died. SD needs to be looking at the server crash logs because it’s incredibly common.