PlayerUnknown's Battlegrounds Blocks 322,000 Cheaters (pcgamer.com)
The new anti-cheating system installed in PlayerUnknown's Battlegrounds has been banning more than 6,000 suspected cheaters every day. An anonymous reader quotes PC Gamer:
That's according to BattlEye, which polices the game's servers. Its official account tweeted yesterday that between 6,000 and 13,000 players are getting their marching orders daily. On Saturday morning, it had cracked down on nearly 20,000 players within the previous 24-hour period... In total, the service has blocked 322,000 people, double the number that was reported by the game's creator Brendan Greene, aka PlayerUnknown, last month.
Yesterday the game had more than 2.2 million concurrent players.
Yesterday the game had more than 2.2 million concurrent players.
There are a few who are skilled enough to write their own code, but it's mostly just copy/paste from the plethora of online cheat sites.
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There are a few basic categories of cheating by modifying your client software. In order of simplest-to-most-complicated.
(1) Rendering. For obvious reasons rendering the 3D scene is done on the client side. A malicious client can replace opaque textures with transparent ones so as to see through walls. This is more advantageous in games where bullets go through walls.
More advanced rendering hacks involve replacing enemies/targets/powerups such that they appear in garish colors, emit light or even messing with their poly configuration so they appear huge.
(2) Data reveal. Since much of the data has to be transmitted from the server to local, much of it not "visible" to the player, another class of hacks intercepts this data (either in-memory from the victim process or from the network stack) and displays it out-of-band, e.g. on a minimap running on a second screen. I can imagine in a game like PUBG (or Starcraft) this would be a huge advantage.
(3) Input cheating. Most likely to get you banned -- this is basically an aim-bot that synthesizes the right input based on either reading the screen or, more likely, hovering data as in (2). Fairly easy to spot from looking at the server replay, as it will basically be a few milliseconds from when an enemy comes into view and when a perfectly-placed shot is fired. Also, in my experience looking at replays, humans almost always overshoot when aiming and then correct back. Aimbots somehow manage to decelerate right on target . . .
Stream Sniping is where players watch the Twitch stream of another player that they're in the game with to get a fix on the location of the Streamer and using it to get an advantage on the Streamer. It's similar to the old days where you could do 4 player Deathmatch in Goldeneye on a shared screen, and get accused of screen sniping each other in a similar way.
I think DotA 2 cages cheater and bot accounts into their own world. So it turns into cheaters vs. cheaters and bots vs. bots. There is no way to find out that you are locked out of the normal game until you notice a complete lack of collectible items and those don't drop very often.
well that's just magickal - it's better than sex.
If it is better than sex, you are doing sex wrong.
HA! I just wasted some of your bandwidth with a frivolous sig!