There are p2p game's that have been out for 20 years that haven't solved the cheating/hacking problem. I'm sure FD will try, just like ALL the other game companies have 'tried' but they will fail just like all the other companies have failed. There is no 'unhackable' program or 'unbreakable' lock. And allll these reports will get looked at and 'noted' BUT since it's not a server based game, THERE ARE NO LOGS for them to check. And no matter what they have said about 'watching' that was smoke being blown up the proverbial tailpipe. For them to "BAN" someone they will have to 'See the offender cheat' with their own eyes (At least that's the industry standard method if there aren't server logs to back it up). So for every report file, a human will have to try to chase that player down, and see what they are doing. How realistic does that seem? for a company that small? It doesn't... Everyone just be honest. They will "Try" I'm not saying they won't.
And the cheaters will multiply like a virus, they always do. Just do yourselves a favor, avoid em, stay in group/solo if you don't have the cash to lose it all. If you've got more cash than you know what to do with, stay in open but don't whine when a cheater kills you.. You asked for it. Just like a trader doesn't ASK to be pirated in open...
there is at leats a partial solution:
use client validation:
for example:
bob is a legit player, and he meet kevin the hacke r in space.
now both bob and kevin have various metrics on each other ship equipment etc....
so bob client is able to check if kevin ROF / damage per hit / damage taken per hit is consistent or not.
if kevin does hack, bob client can detect it (at least some of it like instadamge / rof alteration / godmode).
should bob client detect it, it'll automatically upload detailled log to FDEV server.
if kevin get reported in that way by say 5 different client -> bye bye kevin
this way, fdev server would only have to deal with very suspicious player, most of the job being done by the player themselve, but automatically, this way there is no risk that a player fail to report, report it the wrong way etc....hence the detection process is way faster, and should a player hack, he would get punished rather fast, wich would be a deterrent for further action / hacker
now what happen after 5 detection can be variable, player is banned, stuck in solo until a fdev review the case etc....
but at least he's not ruining legti player
preventing hack is good, but ultimately inneficient / impossible, especially with a p2p model.
however, you can make them useless if a player is punished within the 24h of using it
Last edited: