How Valve Crowdsources the Policing of Cheaters in Counter-Strike: GO
arstechnica.com
arstechnica.com
Both may reduce some cheating but overall CSGO remains one of the most cheater infested games. The latest approach by valve is something called Prime matchmaking, where you must verify your identity with a phone number in an attempt to reduce throw away cheating accounts. This further divides the user base into smaller groups.
Many of the problems with cheating stem from the data passed between client and server. Though many of these design choices have advantages for other client performance/features, they allow cheating to prosper.
As a side note, third party match making such as ESEA use a more extensive and supposedly more effective anti cheat software. These services are usually paid as well.
Could you tell us more? What is one of these design choices?
Of course you could expand the limit of when to send data to the point where you can hear someone, but that wouldn't defeat short-range wallhacking, which is just about the only kind of wallhacking that's useful.
World of Tanks BigWorld on the other hand (python!!!lol, they finally started porting it to C after >6 years ..) only sends location of players that are in your direct cone of view. Combined with low server tick time(10Hz? for comparison Battlefield now has 120Hz servers), parts of client still in python and sub par graphical stack results in enemy tanks popping in the middle of open field, or 1 second after you peek over the corner.
They even had forced delayed spotting because game client didnt cache enemy tank models and displaying it immediately would result in engine stall/fps drop. It only took 6 years to go from terrible to bad:
http://worldoftanks.eu/en/news/pc-browser/46/version-916-spo...
Also, games where a team has a "full stack" or a lobby of 5 friends all communicating, a player could easily look like they're wallhacking when actually their team just has great communication. But, this information is not conveyed to the reviewer.
But one thing that Overwatch does have is the ability to convict someone of griefing. I have fallen foul of these once and faced a 6 week ban from the game. Overwatch does work but the person must be very blatant with their cheats/griefing.
Personally, I think the single most effective action Valve took against cheaters was the introduction of "Prime accounts". Players who link their mobile number to their account can choose to only queue into games with other players that have done the same.
This almost creates a "low priority" queue. If you find yourself part of this, it's generally accepted that you may be against hackers and griefers.
Case in point: Overwatch is neutered. CS:GO competitive servers have a tick rate of 64 (that is, per second), which is already considered too low by many players, given that CS is a twitch shooter. Overwatch halves that tick rate to 32. So - investigators use footage at half the resolution (so to speak) of the actual game. This can both make cases harder to prove and make split-second decisions look like cheating, since half the data is missing.
Besides, it can already be hard to detect certain forms of cheating, e.g. if one player wallhacks and just relays info to their team. Even when watching the whole team in overwatch, instead of only a single player, this sort of thing is hard to see. Tick rate won't change that either.