
And besides, all hack detection would be server-side, with some fake hack detection client side, to catch dumb hackers that don’t look at all the code.

You do know that I’d also include normal hack detection too, right? Plus I’d also add some additional hack detection such as looking for over-clocked fire-rates, buffed damage, auto-aim (it would detect if their aim snapped to place, always pointing at the spot on the target, though it could be triggered by normal players who are really good, so instead of immediately triggering countermeasures it would just lower the requirements to trigger other hack detection things), flying, etc. I prefer to actually focus on game security and attending to my legitimate audience than set aside time to mock exploiters. I’ve said my piece and think this is a waste of time, so we’ll have to agree to disagree about how we see the usefulness method of “dealing” with exploiters. Feel free to deduct nonexistent currency from their account or do something they don’t care about. Exactly what can you do to them that they actually care about? Rhetorical question: it’s an account intended for exploiting. Again: exploiters are most likely using sock puppet accounts. Random events, irrespective of they are, are mostly all still trivial for exploiters. Sure, exploiters are pesky fellas who ruin fun, but if your game’s big then you have a much bigger audience to serve fun to. It’s negative attention but still attention and that’s what they’re looking for.Īgain, still speaking all in my own personal opinion, but I find that a vengeful mindset is not productive or healthy to harbour because it detracts from more valuable activities you can be putting your focus on.


The main point of my response is that your time is better spent actually mitigating exploiting, not using it as an excuse to put them on a pedestal. I didn’t imply that a developer’s ability to improve their infrastructure would be hampered by relatively silly methods of dealing with exploiters.
