Especially when your attackers own the hardware.
And AFAIK LoL was designed from scratch, it's Dota that actually based on the code of the WoW mod. Not that it matters today, that code is long gone.
Btw, you are thinking of Aeon of Strife (Starcraft mod). World of Warcraft hasn't even been released back then.
Not possible in any sort of real-time game that involves reacting quickly to what your opponent does, or a game where user input precision is paramount.
I mean, that idea basically eliminates all first-person shooters, where aimbots run rampant.
Indeed, mechanics that reward mechanical skill are more susceptible to abuse.
From the article:
> For example, some common techniques we see include helping players dodge skillshots, zoom out farther than they normally could, or perform perfectly executed combos to smash their opponents’ faces.
Scripting perfect combos can be mitigated by introducing more delay (i.e. backswing after using abilities/attacking), zooming out by giving the client less information about the game state. I can't think of anything that helps with dodging and skillshots.
But the larger point I was trying to make is that all these studios are very secret about anti-cheat but they all seem to be fighting the same battle. Makes me wonder if the industry would be better off with cross-studio collaboration and open-sourcing anti-cheat libraries (that won't be defeated by knowing the details).
This doesn't make any sense. Anti cheat rely on the fact that it's not known. There is no such a thing as open source in the anti cheat world. It's all very secret for a good reason.
No argument there. Different design goals. But I still stand by quality of engineering that open source allows.
You can limit what state the game itself has access to, but that's just one class of attack. It won't prevent aimbots, for instance.
It's the same reason why secure DRM is so hard. If the user has root, it's not a level playing playing field for developers.