I read so many times that this game has no anti cheat system, and that is imposible to make without redoing the entire game. Cheaters are baned for a weak and then they can be killing everyone again with their cheas. You can easoly found videos of cheaters, saying that they use cheats from the first day and they still are playing. It is imposible to play more than 30 minutes without meetking a cheater.
Even if Massive makes a really great patch with 1.6, the best game ever, without an anticheat system the problem is going to be bigger, because more cheaters are going to come.
http://gafferongames.com/2016/04/25/...st-the-client/
An experienced video game networking coder and long-time programmer has issued a damning appraisal of The Division's problems with exploits and glitches.
Glenn Fiedler has an 18-year career in the game industry at developers such as BioShock and Tribes studio Irrational Games, LA Noire outfit Team Bondi, Mercenaries maker Pandemic, and Titanfall team Respawn.
Fiedler also spent nearly five years as lead network programmer at Sony Computer Entertainment. His last five projects were Journey, PlayStation: All-Stars, God of War: Ascension, Titanfall and, most recently, this year's Titanfall 2. In short: he knows his stuff.
In an extensive blog post. on the game's many recent problems, Fiedler criticised Ubisoft for developing the game with what looks like a trusted client network model. Simply put, it trusts the job of tracking key gameplay information to individual players, rather than the server.
This information can include a player's position in the game, how powerful they are, or what abilities they have - such as being able to walk through walls.
On PC at least, copies of the game can be hacked to edit this data, giving users an unbeatable advantage.(In response to now private video)
Because here we have a client-side cheat program that is poking memory locations and giving players infinite health, infinite ammo, and teleporting players around the level.
This indicates that The Division is most likely using a trusted client network model.
I sincerely hope this is not the case, because if it is true, my opinion of can this be fixed is basically no. Not on PC. Not without a complete rewrite. Possibly on consoles provided they fix all lag switch timing exploits and disable players moving and shooting while lag switch usage is detected (trusted client on console exclusive games is actually more common than you would think…), but not on PC unless they completely rewrite most of their netcode and game code around a server-authoritative network model.
When I present such a bleak outlook people often people ask: why can’t they just implement more server-side checks? In fact the developers prior to release seemed to say something along the lines of: Oh, don’t worry. We haven’t implemented server side checks yet. Everything will be fine. Don’t worry. We’ve got this! Hmm.
To me this displays a fundamental misunderstanding of how FPS games are networked. It’s actually a fairly common misunderstanding so I’m going to spend some time in this post debunking this myth.