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Unread 2nd August, 2015, 12:07 AM
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UTrustedPlayer UTrustedPlayer is offline
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Join Date: Nov 2011
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I hope "new employer" is also "good news" for you, you deserve it.

Your view on cloud computing being the future of anticheat is likely where I think it will end up going. Computational checks versus player averages are a good way to begin to identify those players who swing wildly on performance.

I ran a player checker of my own for a while on my servers and ended up sending it to several other admins to play with. It silently ran in the background logging how fast a player turned, how far the arc was, and if they shot at something then how long did it take to actually fire, and did they hit something. That sounds like a lot of info and it ends up being a bunch of logs BUT it starts to paint a compelling picture of individual players. Clearly I could show you multiple matches where a certain player spends a whole match performing within a fairly set ability. However I can also show you matches where there were several really good players on and this person's ability suddenly skyrocketed, but over very short and distinct bands of time. Statistically I could show a pretty compelling case that the use of artificial aiming was being hotkeyed. This happened multiple times with several people, and admins who used it also saw this in certain players on their servers.

In the end I think statistics gathering will be what quells the cheating (if anything can). It's not going to stop it but it will make it so that cheating only gets you to a certain level before you get flagged. I think server admins need to share information much more too. UT should have a webpage where logs, demos, and player IP's are there for everyone to see and decide.
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