with even slightly subpar network conditions, you have to provide more data than what is shown to the player
if there’s something worse than the occasional cheater in matches is the game being barely playable because of player models suddenly popping in when you get a lag spike
collecting server-side data to detect cheats is what valve has been doing for many years, but doesn’t appear to be enough to detect the more subtle cheats that aren’t blatant spinbotting
player reports are awfully inaccurate: you ever get accused of cheating when you’re winning a competitive match?
votekicking has the same bias of player reports, plus enables mob justice; it might work in small and tight communities like tf2 servers because people know each other and how to play, but it’s not really an option with randoms, as you could see in cs:go
tl;dr it’s not the trivial problem it seems in first place…
i get why companies take that approach, but i’d personally rather not play competitively rather than install a kernel level anticheat
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