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Laporkan kesalahan penerjemahan
And I'd imagine that the community looks like this:
"Help we've got cheaters!!!"
"Hey, I've got this amazing Anti-Cheat and I won't even charge you for it if you let us collect INFINITE DATA."
"No thank you."
"If you give us some revenue we will let you use our Anti-Cheat."
"Oh wow! Thank you for picking my game of all others to let us use your wonderful Anti-Cheat!"
"We do this for a lot of games. And we still want to collect data."
"Oh. Okay."
At this point, Denuvo isn't nearly as disruptive as it once was, but people still work to quickly crack it on the mere principle.
How are effective are they currently, are Hackers able to work around them?
That's a very big question OP--whether server-side or built into the user-end client, the basic premise is very similar across the board but there are a hundred different ways to go about doing it....which programming languages are used also steers the process and, the more sophisticated the game, the more technical it gets.
Edit: this is a pretty good summary
https://en.m.wikipedia.org/wiki/Hooking
Maybe just because of how cool the VACnet rig is and the 1,000+ CPUs!
And I don't think we'll ever see everything come together, you have to remember that It's a business first and stopping cheating as a secondary goal usually.
Also what would that ban do in the first place?
And for what reason? Yes I'd imagine that you could purchase it to implement it into your product, but I don't think it's some sort of shopping cart like experience.