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

  • @[email protected]
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    -32 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.

    • @[email protected]
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      2
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      2 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.

      • @[email protected]
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        02 months ago

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

      • @[email protected]
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        02 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.