Players should be the ones who decide what defines how successful an anti-cheat really is.1 kill using a cheat must constitute a complete failure to protect players from cheating.Sanctions should be automatically placed on game producers where thresholds of acceptable levels of cheating are crossed.If cheating directly results in more than 500 kills across the entire player base and all platforms then the game should be withdrawn from sale and warnings placed on it to alert customers to the failure of the game producers to protect their customers from hacking.
In terms of business, Fairfight is pretty genial, if it manages to tame the remaining rage hackers to play with more normal results like 36-6 and such. All cheaters will suddenly disappear and everyone will be happy for a cheat-free game.That's how FF interprets a cheat-free game. Therefore, it should not be to difficult to make an AC program that captures the small crowd of cheaters who rage. Then they have managed to create a game that looks cheat-free at first glance, but in reality is built up by a self-deception.
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