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Сообщить о проблеме с переводом
Common sense -- if you hacked even within the last year and you're not a pro, chances are it wont be an issue.
Lastly, regarding "playstyle fingerprint" -- yeah I'm sceptical with how it would protect against false-positives given that the range of 'action divergence' would overlap with many others that follow similar patterns. E.g. movement waypoints and crosshair placement. In saying that, I think its more of a 'secondary feature' that does not necessarily need to be added as it is for smurf/multiaccount banning.
As the saying goes -- don't throw the baby out with the bath water, and don't judge a book by its cover. For all you plebs, that means stop assuming you know better than the expert software engineers working with DL machine algo AI tech -- for starters, if you don't even know what "GAN" stands for without doing a google search, you probably should not be giving your opinion of what AI tech is capable of.
The only people that would take issue with improving anti-cheat, are cheaters. You can preach all you like about false-positives but these are very rare and fringe cases -- and the improvement overall outweighs the potential negative. If you manage to ban 99% of cheaters, at the expense of a handful or so being banned unfairly -- thats a viable trade-off instead of many players quitting anyway because you do nothing to stop AI cheats.
Anti-cheat is NOT in the interrest of the company.
The company wants as many customers as possible. As in more customers is more revenue, is more profit.
Anti cheat would get rid of cheating but paying customers.
No anti-cheat will scare off legit players who get sick of all the cheaters.
So how can the company keep both groups paying and both groups happy.
SEPARATION
And separating the good guys from the bad guys (including bad behaving immature annoying losers) is exactly what the trustfactor system does.
So trustfactor is the solution, not anticheat.
And nowadays most vacced players are f2p, or on cheat throwaway accounts, bcs they like to keep the cheating but paying trash ....but SEPARATED from the rest.
Why is this so hard to understand ?
They simply won't. They are incapable of any concise decision at all in any direction. Just saying words that mean ♥♥♥♥ all.
Anticheats are in interest of the company, that's why every company spends money for anticheat solution.
Trustfactor and Prime are tools to seperate cheaters from normal players to lower the damage the cheaters have on community.
Because of cheaters people don't recommend game, they don't buy skins, they don't play the game itseelf which causes massive losses to the company
Valve does so much against cheating and it costs so much money. Prime, tf, ow, vac, vacnet, vaclive ...
Should I take you seriously when you don't understand that those are summery points of the video? I also said "developers" -- you presupposed that to be exclusively valve. In context its more so referring to the development interest with consumer demand -- people want cheats more than people are willing to fund anticheats; resource allocation imbalance.
Problems:
1. The aimbot is then not superhuman. What's the point?
2. The cost is prohibitive. Sure, Valve can afford it, but can the cheat makers afford the same? Only if the price of the hax is proportionate. But then... see #1.
WHAT'S THE POINT?