![]() I'm aware that this doesn't prove that we caught every hacker, just that we caught many of them. Such as lack of LAN experience, no history of natural skill progression, etc. Even if skilled players couldn't tell by watching alone, other contextual factors usually gave hackers away. Even if the computer can't unequivocally identify the presence of these tools, skilled players could usually tell the difference. Despite this, cheaters generally didn't last long in competitive play before being banned. Quake Live had very limited anti-cheat functionality, so it was never relied upon for proving legitimacy. Even though QL was only a small online scene, the use aimbots, triggerbots, wallhacks, and similar tools was always very common at the competitive level. ![]() I also have friends who play more modern competitive FPS games, such as CS:GO. I played competitive level Quake 3/Quake Live for a number of years, during the height of its popularity.
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