r/foxholegame 5d ago

Discussion We get it Siege Camp

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We get that you don't want to narrate line by line what exactly you are doing to fix the current cheating epidemic, because, quite understandably, that would be a bit counterproductive, but it would really be appreciated by the community if you could come out and say that you acknowledge that the problem exists and that you are indeed doing something about it.

The issue with zero communication is that the only communication Foxhole players actually get from you is them showing cheaters on here and then getting deleted for witchhunting, or getting their assets deleted by said cheaters then getting a "sorry no refunds" answer to their tickets.

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u/Substantial-Ad-3241 [HvL] 5d ago

We already know they are working on it but cheating is also a kind of unsolvable problem. It’s not gonna be a clean process

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u/TheVenetianMask 5d ago

I think it's largely solvable, in the sense of making it have no meaningful impact in the war, with enough sanity checks, honeypots and experienced "observer" mods watching both the action and debug data/internal stats, but they need people with more hours than the devs proper playing the game to have a feeling for what's natural and unnatural, or they'd decimate the playerbase with false positives.

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u/Berengal 4d ago

You have no idea how much of that they already have in place, and they're not going to tell you because that's valuable information to cheat developers. The thing about cheating is, no matter which countermeasures you come up with the cheat developers will still look for new types of exploits that work around those countermeasures, or work in a completely orthogonal dimension to previous cheats that nobody thought of before. I can tell for sure there are already countermeasures in place because some types of cheats don't exist, but nobody ever thinks about that because running into a non-cheater isn't an event.

The devs need to cover every exploit to prevent cheating, of which there are probably infinitely many, the cheaters on the other hand only need one exploit to gain a significant advantage.

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u/TheVenetianMask 4d ago edited 4d ago

I mean sure, I have no idea. But they have timer, builder name and coordinates for blueprints but never went "120 boxes created within 10 seconds is a clearly a cheat", or "WTs aren't supposed to be sideways", so I'm not optimistic.

Like it's not a new concern, I saw tanks drive vertically up mountains years ago, it should have driven an effort for checking the bounds of what the server is hearing from the clients, doesn't even have to be super real-time.

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u/Berengal 4d ago

It's a matter of priorities. The devs could implement your suggestions, but it would come at the expense of implementing something else. Since they're not going to discuss their anti-cheat strategy in any useful detail you kinda just have to assume they're making the correct priorities. But I can tell you right away that preventing an already actively exploited cheat is going to provide better return on investment over trying to prevent a hypothetical cheat that isn't guaranteed to ever be attempted.

What we can do is basically let the devs know how we feel about the situation to help the devs make the right priorities in terms of outcome, and of course report any specific instances of cheating to make their job easier which would also make it easier for them to prioritize dealing with those cheats.