Whelp…I’m out. (I expected this to happen before they said anything though, honestly.)

  • rdri@lemmy.world
    link
    fedilink
    English
    arrow-up
    2
    arrow-down
    5
    ·
    4 months ago

    Just decide that more than X inputs per second equals cheater, and measure that on the server side. No need to riddle users systems with code waste.

    • Pixelguin@lemmy.world
      link
      fedilink
      English
      arrow-up
      2
      ·
      edit-2
      4 months ago

      Mashing is rarely a concern in fighting game cheats, it’s either inhuman reactions (hard to distinguish from a lucky guess) or always guessing right on plus/oki situations.

      More complex cheats don’t activate every time; it’s basically impossible to measure whether your opponent in Street Fighter has a “auto perfect parry 15% of the time” cheat running.

      • rdri@lemmy.world
        link
        fedilink
        English
        arrow-up
        1
        arrow-down
        1
        ·
        4 months ago

        Correct, it’s impossible. And anticheat will not help with identifying such complex cheats.

      • rdri@lemmy.world
        link
        fedilink
        English
        arrow-up
        0
        arrow-down
        1
        ·
        4 months ago

        You can also mash them without doing much work with your fingers, and no kernel level anticheat will detect that. If you really want, that is.