Cheating is a lot more widespread than you'd think.
In the past (pre-internet/early internet days) entire companies were built just on selling cheats.
Competition drives people to it, especially since many players are kids and don't have better stuff to do. By competition I don't just mean in-game results, but also recognition for achievements (i.e. social competition).
This is why some of us are not giving up on the streaming gaming idea.
It doesn't solve 100%, but it definitely fixes this entire universe of "oops the client has to know a little bit too much about the game state" problems.
> A point to be made for remote competitions requiring it!
My current dream is a streaming-only arena shooter with various competitive modes. Something needs to fill that hole that UT2k4, OW1 and others have left behind.
I had a friend casually suggest a solution - similar to Valve's - for the 1% edge case in the streaming gaming scenario. An example of this edge case is ML bots that watch real-time video feeds of the gameplay to aim/click the mouse.
A possible solution is to inject "honey pot" information into the actual frames in order to bait the bots into taking extremely unlikely actions. Enough of these small tests over time and you can arrive at a statistical impossibility that the player is not cheating.
Absolutely no doubt a lot, can't check steam metrics right now but I just didn't expect so many people to be cheating. Especially with a pvp game. I don't see the point personally how you could feel good after. You didn't win.. your cheats won. Strange pov.