this post was submitted on 26 Jul 2024
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Whelp...I'm out. (I expected this to happen before they said anything though, honestly.)

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[–] rdri@lemmy.world -3 points 5 months ago (2 children)

Just decide that more than X inputs per second equals cheater, and measure that on the server side. No need to riddle users systems with code waste.

[–] Pixelguin@lemmy.world 2 points 5 months ago* (last edited 5 months ago) (1 children)

Mashing is rarely a concern in fighting game cheats, it's either inhuman reactions (hard to distinguish from a lucky guess) or always guessing right on plus/oki situations.

More complex cheats don't activate every time; it's basically impossible to measure whether your opponent in Street Fighter has a "auto perfect parry 15% of the time" cheat running.

[–] rdri@lemmy.world 0 points 5 months ago

Correct, it's impossible. And anticheat will not help with identifying such complex cheats.

[–] ampersandrew@lemmy.world 1 points 5 months ago (1 children)

You can mash fighting game inputs pretty hard. That's too simple of a solution.

[–] rdri@lemmy.world 0 points 5 months ago

You can also mash them without doing much work with your fingers, and no kernel level anticheat will detect that. If you really want, that is.