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False detection is the main reason.
Tq got in a lot of heat over their old anti bot systems which detected high ping players far too easily (drop/jump and loot/jump type stuff) so they've since stopped with many of those checks.
Private servers also avoid it mostly due to the preciseness these checks require to work properly.
Depending on network latency, packets will be joined together when being sent and depending on how the server processes the packets it will appear like a speedhack (which is why timestamps are used in the packets, to help avoid the network latency issue). The problem with using the timestamps in packets is that you are relying on clientside information to detect speedhacks... aka causes you to be able to modify them via memory based hooks or a proxy.
Basically there are LOTS of ways tq could auto ban/bj speedhackers as it exists right now (there's 3+ main ways to speed atm iirc and all of them very easy to detect from a coding standpoint) but most pservers are either using ****** public sources or binaries themselves meaning they have little/no control over this stuff.
Well coded sources (see project manifesto) have all this taken care of already.
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