I think stat based bans are the ultimate solution for all the client side bullshit.
If you use statistics, you will sometimes get it wrong, but in the other cases the cheaters are completely out of luck. You could offer the source code to your game willingly and it wouldn't help them very much.
If the cost of a false positive is $50 for the gamer and the chance of it happening is rare, I think many would quickly understand the value proposition from a game experience perspective.
Assuming your false negative rate is low (I.e., you have high classification margins), you can make it extremely undesirable for players to engage in unfair play. Even soft cheating like aiding teammates with streaming and discord side channels could get picked up by these techniques.
>I think many would quickly understand the value proposition
I think thousands of innocent teenagers without credit cards will be furious. Not to mention anyone that takes a game semi-seriously and cares about their reputation after getting banned. Also, with real-dollar values tied to skins, you’re not just nuking someone’s $50 account — accounts and their associated items can be worth a lot of money.
Anti-cheats should need to be certain. They should also, however, ban the hardware ID, which lots of games companies choose not to do (because they’d lose money).
Nah, that won't do it. Even if you had a rare false positive rate, it would be significantly higher for players with a profile similar to ones that trigger bans.
It would be even worse than the bans some developers hand out now because their inherit randomness would be essentially just that. Not acceptable for any form of service.
> I think stat based bans are the ultimate solution for all the client side bullshit.
When I play basketball I keep getting stuck playing against 7'6" guys with an 83% free throw percentage which is statistically very unlikely.
Alas my arguments they should be banned on statistical grounds have fallen on deaf ears :)
I feel like pretty much all cheaters can be detected by just looking at mouse movements vs enemy positions. If you can easily spot cheaters through a killcam or spectator view, they can be detected through a serverside watchdog, no?