Creston wrote on Feb 16, 2019, 18:11:
So is making a cheat-free game really impossible? I'm beginning to think it is. I mean, there's nothing you can do against cheat-engine, which literally just reads out the memory locations and alters them, but you can guard against cheat-engine by having all that information stored server-side, not client-side.
Is it just that devs keep making client-side-trusted games?
The two most common and powerful cheats used in FPS games (aimbots and wallhacks) don't need to interact with any of that data. Both only need to read information in the client. One uses that data to input control data to aim automatically, and the other uses that data to place an on-screen marker. ESP cheats also only need to read client data, specifically the data that tells the client which way other player models are facing for animation.
The only direct interaction the cheats need is a hook to overlay. At that point it's a cat-and-mouse game of creating a cheat hook that is undetected by the current anti-cheat and then the anti-cheat developers trying to create a detection method that reliably bans the cheat with minimal false positives.
Going directly after the cheat developers may deter further development but ultimately it would become like the war on drugs. People want to cheat to the tune of $60, and there are programmers who just want that money. The bigger the game, the bigger the demand, the more programmers are willing to code cheats for cash. That's why big games like these BRs are so plagued. There's too much money to be made for it to go away.