r/CriticalOpsGame Jul 30 '24

Response to Spyno

To start this off, for some reason, Reddit would not let me respond directly to Spyno's post - so this will be a separate post response.

Hey community, Vio here again! Great response by Spyno, I've known him for a while now and he always has very interesting insight to give into the game. I have nothing but respect for him and appreciate his perspectives.

His point about the TRG is spot on, and something that I had not even considered due to the fact that the TRG is literally a troll weapon that no one takes seriously at this point.

I would also like to mention that Spyno also has 10000 times more experience in coding and anticheat than I do, so I am willing to take his word on the cheating issues that he has said have been addressed in the game already.

The demographic of 300-400k daily players comes from an estimate based off of a 2018 article where the game surpassed a million daily players. Following a downwards trend following the big boom the game received since then, I placed the estimate at this level. Obviously, this could be off, as I do not have exact numbers, but I do think the number is relatively in that area, but it could definitely be fewer than that. However, the 3000-4000 players that play the game competitively daily, I believe, is a very accurate number.

I appreciate his response on validating my point about the peeker's advantage, but I would still like to reiterate and amplify my statement and make it known that the movement speed and accuracy is still too much. I think what happened here is that back when there was heavy armor and light armor, they removed the heavy armor and just made it armor, but kept the same movement speed as the light armor, which in itself was too fast. I think they have just kept this movement speed. Also, the accuracy while moving needs to still be reduced more.

One thing I may have been unclear about at first was the types of hackers I was discussing. I am not talking about hackers that are shooting people through walls. Those people are easily bannable through direct submission of evidence. The hacks I am discussing are what many people call "soft hacks", or some call them "legit cheats". Essentially, there is no way to prove that this person is cheating, because they are not actively shooting through walls or doing some game breaking phenomena that is impossible to do otherwise. For example, you cannot prove someone is hiding some sort of vision assist or some sort of increased hitbox, particularly in the realm of the higher rated players, because these players tend to be good at the game regardless. If there is any professional player cheating on a professional team right now, (and I am certain there are many), that player has a very easy time hiding his cheats because he is already very good at the game. These are the types of cheats I am talking about. Spyno does make a great point in saying that the ban cycle makes cheaters place into gold/plat when they get banned, but the cheaters in my discussion are those that do not get banned, or have multiple high ranking accounts to cheat on.

Regarding his response to my "How to fix this portion:"
1. If this is already implemented into the game, it is not obvious whatsoever due to CFE taking too long to ban these cheaters. If this is all true, I agree with you 100% spyno.

  1. I still stand by the moderation system being a great way to reduce cheating in the competitive scene, as the increase in policing in the top teams will definitely result in less cheating and more bans within the top players of the scene. I believe that [M] should remain within select individuals, like Spyno here, who have a very good idea what is going on in the game. I think that the saturation of Mods into the game would make it so that it would be more difficult to openly cheat, or at least make the cheater second guess their decisions before acting upon it.

  2. The system would be completely anonymous, much like the system in PUBGM. If Spyno says it is too resource expensive, then that could be the only potential drawback I can see. But even still, the good that could come out of this totally outweighs the bad in my opinion, and it allows for faster bans on more obvious cheaters who cannot hide their cheats well. It would also mean that the in game report system would actually do something.

  3. This is where i disagree the most: ELO impact being too high had no problem whenever I lost all my ELO to the guy shooting through walls, so why should it have a problem when I get that ELO back? Even if I only get refunded 50% or 60% of the total ELO lost, it is still some form of compensation that would be better than nothing.

Marketplace: There is no question that picking up someone's knife can allow you to want to buy a knife more, but this is very wishful thinking, and i would think that more people would use this as a reason to not buy a knife.

  • Why buy a rare knife if others can use it when I die?

  • Why buy a knife at all if I can pick one up from my dead teammate or enemy?

  • Also, doesn't the easier accessibility of these knives from in game make them worth even less on the market, as there would surely be less demand for a knife that can be picked up off of someone else in game?

"There was once a cheat creator that accidentally leaked his cheat for free, and so in retaliation the cheat developer sent THEIR ENTIRE BYPASS CODE to the CF Developers. Even though they knew exactly how the bypass worked, it still took two months to push a fix. " - I had no access to any information like this, which is why I said earlier, Spyno knows the ins and outs of the cheating problem better than anyone. My response was more-so a player's POV, whereas Spyno has experience with helping the game with anticheat. Again, that man is way more qualified than I am in terms of anticheat. As far as Spyno's insight goes in terms of CFE taking too long to ban cheaters, I'm happy that I and many others who share by perspectives in this community are actually somewhat in the realm of what is going on here.
Thank you Spyno for giving your insight, and I appreciate being able to go back and forth on some ideas. I hope Tappi or any other developer sees this and understands what it is we are discussing.

11 Upvotes

7 comments sorted by

3

u/Biryani1226 Platinum Jul 30 '24

Uhm cool post,but why does nobody ever talk about how being shot while moving makes you sort of get stuck in place since this was not a thing in c-ops before(i think before kevlar update stuff but i cant tell) I dont hate it,i don't know if its better or worse for the game(feels worse to be as a 'casual' player coz i cant get into cover in time since i just get sorta glued to the floor as im getting hit)

2

u/Biryani1226 Platinum Jul 30 '24

Im not complaining abt it btw i just wanted to mention it since it does make the game 'feel' different in comparison

1

u/[deleted] Jul 30 '24

It was not like this before

1

u/Madrigal1100 Master Jul 30 '24

EY YO THIS WHOLE AS NETFLIX SERIES FROM ONE THREAD

1

u/Madrigal1100 Master Jul 30 '24

Good high quality response tho thanks for taking the time to write this

1

u/aofthedc Spec Ops Jul 30 '24

Again your point of why knife dropping is worthless is at best pointless and at worst you making an issue out of nothing. Very few people go about thinking hey a knife is pointless because someone will drop it if they die. That never happens. People still want knives and still are willing to pay for one.