Pour que no los dos? Bots are still a problem even if they’re playing withing the valid parameters of the game.
Cheating in one case, is making the client operate differently than is allowed by the physics or rules of the game. This is largely defeated when you are able to simulate and validate every operation of the game and at a reasonable speed such that it’s not laggy or breaks the user experience.
Server side validation isn’t enough to solely defeat bots playing the game in a completely legit way (or users using input aids to do specific moves). You can do server side analytics and ML, sure, but the next obvious move is to also do client anticheat to also make it harder to cheat within the parameters of the game. They’re not mutually exclusive – server and client anti-cheat. Epic is likely doing both.
I agree that you can do mostly serverside anti cheat for rocket league but that’s not what epic decided to do is it.
Pour que no los dos? Bots are still a problem even if they’re playing withing the valid parameters of the game.
Cheating in one case, is making the client operate differently than is allowed by the physics or rules of the game. This is largely defeated when you are able to simulate and validate every operation of the game and at a reasonable speed such that it’s not laggy or breaks the user experience.
Server side validation isn’t enough to solely defeat bots playing the game in a completely legit way (or users using input aids to do specific moves). You can do server side analytics and ML, sure, but the next obvious move is to also do client anticheat to also make it harder to cheat within the parameters of the game. They’re not mutually exclusive – server and client anti-cheat. Epic is likely doing both.