Board Thread:Game Discussion/@comment-31433854-20190816020921/@comment-35553674-20190828132935

Powerup777 wrote:
 * 1) FM says they are actively screening for cheaters, while it's likely not evident to the end-user
 * 2) Scripting a cheater flag to remove their score from the last minutes of an event is taxing for servers that's already burdened computing payouts for thousands of players. The act of each event would have it's own threshold criteria- which creates a huge bucket of new problems also
 * 3) Their team is actively working on solutions to proactively combat that type of cheating
 * That's about what I got for feedback. Some will say "oh, OK", others will cry we're being lied to. Just know that I'm surprised they gave comprehensive answer (as many times we don't get any replies at all).

Screening for cheaters and removing their scores AFTER the cheater has run a race and set a time is the wrong way to go about combating cheaters.

All they have to do to stop cheaters from even starting a race is to check the values of the various performance parameters of the car being used. For example if the legitimate value of the grip parameter of a FU car is 1.45 and a cheat tries to enter WTTT with a grip value of 3.45 then they're blocked from entering and their account gets banned.

It's so simple to do it's obvious that EA are actively NOT attempting to deter cheaters. Why? - game download figures. The higher the download figures the more NEW players are attracted to the game. New players are the ones who, in the first few months, spend real $$ - then most of them wise up. Making it impossible to cheat would mean that a huge percentage of the pool of players would give up on RR3 = less downloads = less new players. This and the fact that WTTT cheats don't cost EA any money - the same amount of gold prizes have to be given away whether cheaters win the lions share of it or not.