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Comment Honest question here... (Score 0) 371

Ok, so...

Any anti-cheat technology that relies on a check occurring client side is untrustworthy. So why isn't more being done to prevent this on the server side? I mean, all data has to pass through the server, right?

What's wrong with server-side auditing? How much load does your average game server carry? Does anyone with industry experience have an estimate as to how much load this auditing would add? What data is the server receiving from each client? What data does it generate? What data does it pass back to a client? How does multiplayer fps cheating work?

Would it really be that hard to check if any given attack attempted to pass through a wall, if the client's movement path was interrupted (teleportation), or if the client had an extroradinary hit ratio? You wouldn't even need to check for all of these continuously. If you meet certain parameters, you're promoted to a "pro-league". If you exceed certain parameters, your IP is kick/banned for X number of hours.

Seriously, there needs to be some server side sanity checking of data.

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