» Sat May 07, 2011 7:55 pm
Interesting point: if you look at other FPS games such as COD, none of them are as exploitable (mass kill anyone?).
The reason is simple: Crytek have an obsession with doing everything client side. Hit detection, player rank, killstreaks, weapon damage, health regen, suit absorption and so on.
In other words, hackers are able to make much more intricate hacks because of Crytek's approach to game design. If hit detections were done server side, there would be no mass kill. If rank and killstreaks were done server side, there would be no rank hacks. If weapon damage was done server side, there would be no one-hit kill cheaters. And if health and suit stuff weren't handled by the client, there wouldn't be "godmode" infinite cloak players.
It doesn't help that Crytek's approach to anticheat is to implement server-sided heuristic checks (heuristic basically means it's an educated guess, in other words "That guy's firing rapidly? Probably hacking. Ban him". Heuristics are always lots of fun for people with high ping). Instead, they should be actually fixing the game client.
For example: stop letting the client decide if they have a killstreak. Have the server calculate killstreak each time a player is killed, and then send a message to the client announcing the available killstreak. If they don't have a killstreak, they can mash "call in chopper" as much as they want, but the server will just ignore them because it doesn't think they have one.