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.
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.
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.
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.