https://www.youtube.com/watch?v=rjBhEwMdrtk
I do appreciate youtubers who go into the topic of cheating honestly because it does seem to be a major problem in the biggest games. He does mention it quite rightly but cheat whiners are going to be just as big of a problem as the hackers themselves.
With these kinds of trust systems and so on that are going to be proposed you're inevitably going to see the hackers themselves mass reporting players ( Which is exactly what happens with rockstar games and they even stalk peoples' IP addresses due to a major security bug, don't use online with Rockstar ever these days ) but you'll also see the cheat whiners reporting players for being good because they're butthurt they lost.
As far as I'm concerned multiplayer is dead until they do proper community servers again or have some kind of ability to do private instancing with the matchmaking or have a group of trusted people players can add to a whitelist which I think would work well and the whitelisted players hang out with each other and that's how you self-police.
His proposals though of letting the community decide on game wide bans is dog shit and is going to cause tons of drama, AI is an even worse idea.
Realistically, there's only so much developers can do to prevent hackers from finding some way to slip through the net. Most 3rd party anticheat methods though are honestly crap, and I think there's some seriously fishy financial incentive going on behind the scenes.
The most a developer can really try and do is to be vigilant in limiting the level of access and control to various functions what-not in the code, to at least limit how far hackers can go. And also utilizing plenty of server-side checks (without going overboard).
Something else that can help lessen the impact of most hacks and cheats is when a game offers a fair variety of gameplay mechanics and design that ends up downsizing the significance a single aimbotter can have on the field. Can't exactly offer specific examples, but I've seen it pop up a number of times to reasonable effect.
I'm in general agreement with others here that giving more self-policing options is the way to go. It means that hackers get curb stomped pretty fast without developer meddling and it also means that if somebody does get banned unfairly it's not game wide and fucks them out of their money. I'm bitching about Rockstar Studios but they really are a great example of how you should never do multiplayer. They could have embraced the modding community and got way more friendlier to the idea of community servers but they didn't.
Yeah, small community hosted servers for games in general are another good deterrent. Usually moderators or admins for such a server can respond to issues with far better proficiency, most people know each other, etc.
Sadly sort of a niche solution, since it's not so feasible in multiplayer games with higher levels of traffic and/or conflict.
I'm one of those that does not like Kernel level anticheats, partially also because I don't do windows, I hate it even.
Customizable community servers are where it's at. It won't happen for a while though, because they can't sell you microtransactions when you can just mod them in for free. There's no money in a game having staying power through mods and independent servers.