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Is there a reason why the game doesn't seem to check for movement speeds to prevent subtle cheating?

I'm just kinda confused what cheaters seem to get away with it during a game, it's not easy to spot with human eyes but surely obvious stuff like movement speed, action speed etc aren't data that is hard to obtain for the game?

Wouldn't it feel much better to have cheaters kicked out of the game when you a detect a sufficient amount of irregularities? Surely the devs thought of this already but I'm curious as to how it doesn't seem to be a thing during a in-progress game.

Comments

  • fulltononfulltonon Member Posts: 3,078

    game was p2p or something

  • VikingDragonXiiVikingDragonXii Member Posts: 1,435

    BHVR won't do it because getting rid of the cheaters would also get rid of a chunk of thier players base because how abundant the cheats are we all can hazard a guess that let's say 30% of players are using some minor grade of cheating. I was playing a survivor match and I saw a player get on a unworked Gen and within 15 secs it took me to get there the Gen was already past 50% and she didn't have a tool box with her.


    Now in regards to how simple the coding would be to fix the speed cheaters would be something like this.....

    Player Repair speed value = X

    Grey Tool Box Speed = Y

    So what we would see would be X+Y=Z. While Z would be the total speed of the player with a Grey Box. The engine would scan for those values and when it sees a X+Y=V where V is a speed value that doesn't match with what should be there then it would kick the player for using a speed hack. But adding that to their own spaghetti coding would be difficult because that could break the game altogether.

  • illusionillusion Member Posts: 871

    They don't do anything to stop the obvious, extremely blatant cheating, so there is no way they will catch the subtle stuff.

  • throwaway79465468797throwaway79465468797 Member Posts: 682

    They dont have the manpower to deal with increasing amounts of cheaters. Most companies dont which is why we have anti-cheat software. To catch the big stuff and ban the rest. Problem is cheats are always evolving and more people using them affects the community.

    It's even worse nowadays with streaming because people feel more inclined to play and give their audience content. The best solution I've ever found for dealing with cheaters is simply by not giving them attention. No cheater deserves more attention than another person -- in any game. The more attention you give to them the more they want. Like little children who get their way all the time.

    Ignore them and they will find something else to do. Eventually. If enough people start leaving games with cheaters in them it might have enough of an impact, but thats up to the players to decide.

  • disgustdisgust Member Posts: 71

    subtle cheating? you can easily outrun the hillbilly with cheats

  • CashelP14CashelP14 Member Posts: 5,422

    Could be wrong but I think cheaters are able to mess around with other survivors movement speeds.

  • egg_egg_ Member Posts: 830

    Bad ping and packet loss could result in a ban when all you have is terrible internet

  • Senpai_JSenpai_J Member Posts: 62

    Yea thats a possibility.

    From my experience tho people who desync tend to keep running the direction they were going until the game realises where they actually are or just rubber bands them back to where they were before the disconnect.

    Assuming this means the server has an idea of player direction and speed at the time of disconnect, they should still be able to check on the maximum distance you are able to reach between this interval most of the time right? Feels like there should be some sort of work around or safety net without flat out false banning.

  • VikingDragonXiiVikingDragonXii Member Posts: 1,435

    How so if I may ask? A simple check system like that would keep even the slight hackers from using speed hacks. Everything has a value and if the system detects anything that is outside of that value then those users would get a kick and ban.

  • Senpai_JSenpai_J Member Posts: 62

    Imo its the opposite, ignoring this problem sounds like what the cheaters/cheat sellers want the most.

  • throwaway79465468797throwaway79465468797 Member Posts: 682

    It's not ignoring the problem. The problem will fix itself as long as you ignore the child. That's how habits are made and also how they are broken

  • VikingDragonXiiVikingDragonXii Member Posts: 1,435

    That's is exactly what they want. Cheaters and hackers don't care about the game. Some want to do it to actually ruin the game. BHVR needs to majorly update their anticheat system with checks and balances for things that go outside the normal parameters. Like my above response about a basic speed check would easily eleminate the subtle and blatant speed cheaters and hackers.

  • RenAmamiyaRenAmamiya Member Posts: 914

    Cheaters can also mess up with legit players. I had a cheater in a game recently that made every survivor instantly wiggle off whenever they were picked up. It the game did a server sided check for something like this there would be 3 legit players banned.

  • dugmandugman Member Posts: 6,595

    I suspect it’s a matter of not knowing a practical way to implement it on their end. I seriously doubt they like having cheaters in the game because for every cheater that exists it could helps drive away a few players who encounter the cheater. And no, someone above said 30% of players cheat, that’s obviously a totally bogus number. But cheaters in online games do tend to have ratings that migrate to the high ends since they cheat to help them win so the higher your MMR the more likely you are to come across a cheater. (I remember an article a little while back for instance that something like 20% of the top 500 leaderboard players in Overwatch got suspended in a single ban wave. So even though far less than 20% of the playerbase in that game actually uses hacks, the ones that do win a lot and end up at those high leaderboard positions.)

    Also, even if Behaviour did implement server side speed monitoring, as much as I’d love to see them do it, they would never specifically publicly say they did it because they have a policy not to go into details on anti-cheat measures. So unless a bunch of cheaters started posting about how they were “unfairly banned” we’d probably never know it happened.

  • Majin151Majin151 Member Posts: 881
    edited February 21

    Because it doesn't and only checks the end game chat for cheaters for some baffling reason that's why you usually need video evidence when reporting cheaters


    Also on the topic of cheaters I despise subtle cheaters and the ones who hold games hostage and if I have to be put up against one give me one that's just fooling around and ending games quickly like a certain hatchet throwing ghostface I've heard about lol

  • RipleyRipley Member Posts: 687
    edited February 21

    According to another site BHVR have annual revenue $124.2M and 871 employees. If they're going to outsource the anti-cheat they should at least get a decent one.

  • EntitySpawnEntitySpawn Member Posts: 3,364

    They can do anything, teleport you, insta heal you, kill you etc.

    Basically theres far too many situations where you can gain increased speed and sadly BHVR isnt the best at coding and I could imagine they would accidentally mess up and get a bunch of people banned or it would take ages to put in.

    SBMM took years. That's kills and escapes only...

    Now imagine a system that tracks loads of different situations from exhaustion perks, increased speed on hit, boons, clown bottles, medkit addon (event) etc. Etc. So many factors can result in a change in speed

  • CashelP14CashelP14 Member Posts: 5,422

    Yea I assumed so. I wouldn't want to risk getting banned by behaviour because a hacker kept following me and teleporting me once I was close to going down.

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