• 2 Posts
  • 264 Comments
Joined 10 months ago
cake
Cake day: September 15th, 2025

help-circle



  • I think it’s important to mention why this is:

    Your credit score is NOT a measure of just “how likely are you to pay off your debt”.

    It is a measure of how likely you are to earn creditors money rather than lose them money.

    Successfully keeping up with 4 monthly payments indicates you’re a likelier source of profit than only having one line of credit you pay each month. You likely have more expendable income, you’re more likely to pay interest instead of paying down extra principle, you’re clearly accustomed to carrying debt, etc.



  • “Ban cheaters if they find them” <= this is what anti-cheat is for, it’s not just prevention, it’s data collection to identify the cheaters who limit their cheating to just looking highly skilled

    “I doubt that running into a cheater… is going to deter you from competing” <= People who compete at the level you’re talking about are the minority. Most players are non-vocal, online-only players who will bounce out just a few weeks after encountering anti-social behavior like cheating.



  • For what it’s worth, the issue isn’t the rarity; it’s the scope of impact and undermining of the integrity of the product.

    For highly competitive games, even the ability for players to say “there are cheaters, I know there are, and so I think that person is one of them” is a long-term sentiment drain that is not trivial. There are internal research numbers on what exposure to a single cheater does to players’ perception of game integrity and trust in the fairness of their experience, and it’s really really bad





  • As someone who works in this problem space, I promise you with 100% certainty that the type and quantity of data collection being done without kernel access would be far more distasteful than what’s done with kernel access. You can take my word for that or not but I obviously can’t say any more than that

    Including cheating functionality in games is already done and people hate it: it’s called pay-to-win microtransactions.

    The archetypes for cheaters are such that they don’t provide ways to please the a large portion of cheaters without harming players because harm is their goal. And the other group is trying to make money by charging for services for players and then cheating to complete those services as fast as possible. There are no in-game features that can be created to mitigate these people.

    The only class of cheaters that can be dealt with as a service problem are those that are cheating to a) catch up to others or b) offset a skill shortfall or c) offset a time shortfall. This makes up only a subset of an cheaters



  • I want you to know that I literally work in this space and you are handwaving away an incredibly complex problem space that hundreds of smart people have been trying to solve for decades now and it’s only getting harder (good cheat suites use hypervisor mods and direct memory access kits these days). I would love to educate this community but I’m under NDA (in addition to not wanting to provide information that attackers can use to better understand how we approach this problem space)


  • I want you to know that I literally work in this space and you are handwaving away an incredibly complex problem space that hundreds of smart people have been trying to solve for decades now and it’s only getting harder (good cheat suites use hypervisor mods and direct memory access kits these days). I would love to educate this community but I’m under NDA (in addition to not wanting to provide information that attackers can use to better understand how we approach this problem space)



  • Are you a videogame networking engineer? Because you’ve just handwaved away one of the most difficult challenges in gaming as if it were “duh that’s easy” level simple.

    I can link you some GDC videos that talk about how hard this problem is if you want

    ETA: Also you’ve only addressed memory modification attacks. This does not address external aimbots that read memory to determine enemy player position and then send legitimate-but-automated inputs to aim and shoot. How do you stop cheaters from doing this when they can see exactly how data is structured in memory, how values are obfuscated, etc?