As of today over 16,000 cheaters have been identified and banned from the game. Cheaters suck. If you run into one, please try and capture the evidence and let us know here: https://www.easy.ac/en-us/support/apexlegends/contact/report/
Even if you don’t get proof, get their ID and flag it and we can investigate the account. We have heard your feedback about a report feature in the game. I’ll just say that’s a very good idea :)
TheDevilYouKnow wrote on Feb 17, 2019, 17:42:
If they permabanned all the cheaters in Destiny 2 Bungie would fold .
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?
Steele Johnson wrote on Feb 16, 2019, 20:14:Divinity Original Sin 2?
This is the reason I hardly play pvp games on pc. You never know if you suck, or someone’s cheating. Both are possible, but I’d rather know that I suck.![]()
We just need better co-op games. Why is it so hard for devs to make co-op games with a single-player experience? Destiny, The Division, Anthem, they’re ok, but I’d rather have a deeper story and more meaningful gameplay while playing with friends. Why so hard to do?
warmbluelasers wrote on Feb 16, 2019, 19:17:Sadly, the only true solution is game streaming, since both the client and server are remote and untouchable. I hate the idea, but there it is.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.
warmbluelasers wrote on Feb 16, 2019, 19:17: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.
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?
jdreyer wrote on Feb 16, 2019, 16:38:
Create another free account. Lather, rinse, repeat.