Kuvwert

joined 2 years ago
[–] Kuvwert@lemm.ee 1 points 9 months ago (4 children)

You'll need to read the article I don't feel like breaking it down for you.

[–] Kuvwert@lemm.ee 8 points 9 months ago (8 children)
[–] Kuvwert@lemm.ee 3 points 10 months ago

Rodgers in emotional turmoil, better slurp down down ayahuasca

[–] Kuvwert@lemm.ee 3 points 10 months ago (1 children)

Would you share instructions on how to do that?

[–] Kuvwert@lemm.ee 1 points 10 months ago

Filestash is buggy, you should report it on the github. Recently had some issues with open office as well

[–] Kuvwert@lemm.ee 6 points 10 months ago

I watch movies and read on my samsung fold and I enjoy it a lot

[–] Kuvwert@lemm.ee 2 points 10 months ago (1 children)

Nah you just do heavy statistical analysis on data that already gets streamed from the client.

Here's a better explanation than I could provide:

https://www.i3d.net/ban-or-not-comparing-server-client-side-anti-cheat-solutions/

What they could do is set a player surveillance system that tracks game by game averages on hundreds of different metrics like critical hit accuracy and prehit mouse acceleration and compares them to a baseline and any time any player stat moves past the average the system will increase their scrutiny level and perform more advanced analysis on them.

Another thing that could happen is the server could submit ghost data to suspicious clients and honeypot the cheat software into reacting to it.

You could also train an ML model on your game to watch highly suspicious players.

[–] Kuvwert@lemm.ee 3 points 10 months ago

Ah yes you're right

[–] Kuvwert@lemm.ee 17 points 10 months ago (3 children)

Could you just add *.lnk?

[–] Kuvwert@lemm.ee 0 points 10 months ago (3 children)

You don't run it clientside

[–] Kuvwert@lemm.ee 1 points 10 months ago (5 children)

There's no inexpensive functional anticheat system ftfy

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