COMBINED ANTI-CHEAT SOLUTION: In addition to our current anti-cheat solutions, we are in the process of deploying additional improved solutions to secure competitive integrity. Our goal is to prepare a comprehensive solution that incorporates existing and newly implemented anti-cheat functions. These solutions will prevent malicious programs from accessing the game memory, as well as detect and react to cheating programs that make attempts to penetrate the game. Through these solutions, we intend to prepare the following defenses against cheating programs.
Detecting and banning cheaters by restricting access to game memory and recognizing motion patterns of suspicious programs. Detecting hacks or other inappropriate programs that succeeded in circumventing our first line of defense. Secure an extra line of defense that utilizes machine-learning technology to improve cheat-blocking cycles more efficiently and faster. Fundamentally block cheating users by encrypting game logic, blocking Dll injection, hooking, and modulation.
This shows that PUBG corp is still fighting an unwinnable battle for the client, trying to stop cheaters from using cheat programs. That can catch some noobs who buy low effort cheats but does nothing against those who use a properly updated cheat program or one that isn’t popular.
The proper angle against cheating is server-side fighting cheating behavior. Let me explain the most obvious: movement hacks. We saw flying cars, we saw vault-teleports, we saw punches from afar and especially guys sprinting with stupid speed. These are all trivial to detect server-side: the player travels faster than possible or flies. These players should be insta-killed. Banning them is lucrative, but can create false positives when bikes have the tendency of flying without hacks. But killing them has no downside. Innocent bike-flyers will die anyway when landing, so no one would get hurt if everyone who travels faster than possible or flies would get a “you got killed by crash” message. Cheaters would immediately stop cheating.
The other is anti-recoil cheat. Currently the recoil effect makes a movement on the client cursor that the player can compensate with mouse movement or cheat program. In real life it creates a force that cannot be compensated. Nobody is capable of pinpoint shots full auto. So the proper action is that the center of the aim isn’t affected by recoil, but dispersion is. If I shoot full auto, the bullets should land in a large circle around my aim, preferably with server-side randomness.
Finally: autoaim. This can be addressed similarly: the reason scopes exist is that human eye doesn’t have the resolution to tell fraction of degree differences. Ergo, you are unable to tell if your iron sight is aligned with the target or is it 0.1 degree off. At 500m, that’s 87 cm difference. The scope magnifies the target, making the difference visible, allowing you to compensate. The in-game solution for this is giving proper dispersion to the weapons with ironsight, allowing different scopes to decrease it. Ergo, if you make perfect aim shots with ironsight (autoaim) at 500m, your shots would disperse in a 1.6m wide circle. With a 8x scope shots, these would be 0.2m circle shots. So the cheater has to find a scope first before he starts making impossible shots and the cheat program must be able to shoot with all scopes to be useful.
Scoped shots on the other hand could be limited by speed: if you hold scope on, you can’t run. If you are holding the gun hipfire, you have to first scope in before you can shoot and the server should check for proper time passes. I mean:
- guy runs, sees target at distance
- presses right mouse button to look into scope
- scoping animation takes place that lasts X time
- presses left mouse button to fire
- shot takes place
- presses run key
- descoping animation takes place that lasts Y time
- character starts to sprint
The server should check for X and Y taking place between actions. This wouldn’t stop the cheater having perfect aim, but at least would deny him inhuman reflexes.
Anyway, the point is that PUBG corp has to accept the industry standard that the client is in enemy hands and start to create server-based solutions for cheating.