Sometimes it feels like you're playing against someone with an aim assist or something. Maybe that cheat that allows you to see other players through walls. I've encountered this on both PS and Xbox, bot more on PS. I thought both were good at weeding out cheaters though.
I mean if someone is smart enough yeah, but I doubt it. There would be some hefty coding to add the ability to look through walls on a console. In all reality I feel like it’s just players getting lucky or having no life level skills
Another thing is depending on your game it might have cross play. You might be playing against people on PC. Keyboard and mouse might be the reason why they have crazy aiming skills.
Yes. But it's much easier to exploit Nintendo consoles, and it's frequently seen in mods or someone using stamina in a percentage match in Smash Bros. Microsoft bans players who cheat, by taking away their gamerscore and labeling them as "Cheater." Their banned until 9999/12/31 Not sure about Sony.
It can depend on the game - for FPS's it can be that players are using keyboard + mouse hooked up to remap to the stick axes, along with other controls too. That gives them a massive advantage over players who use a controller, making it appear that they might be hacking or cheating. Looking through walls, no clip cheats etc. are pretty much unlikely. Unless it's some sort of cheat included in the game, it would require some sort of hack in the game exe itself or the shader code. But since both are on encrypted media, that would be pretty difficult and dammed near impossible to do. And for online play, you can bet that there's some sort of hashing of assets and the exe itself going on when connecting to the server to verify that the build hasn't been compromised. There are a couple of other things that they can do though to cheat. I remember back in the days of Metal Gear Online, many players would cheat using a special network cable with a switch installed on one of the wires. You could flip the switch for a few seconds, shoot other players or move out of the way, and then flip the switch again to connect the wire and the clients and host would resolve their state once network traffic resumed. It works because , at least in typical console games, there tends to be no dedicated server. Because of that, the amount of time that clients can drop packets tends to be quite forgiving. There's also the mechanics involved in client prediction and resolving state on the host, where it may favour client state over the host state. Also, if one player is the host, they will have zero lag, meaning their actions will be almost immediate compared to the slight delay for other players - which can sometimes be interpreted as cheating.
One time I was playing Halo 4 on Master Chief Collection for Xbox One, I died and that was fair, but when I saw my killer's killcam I saw him jump in mid air with the battle rifle spin extremely fast, and that apparently killed me? I have evidence if I can find it.
And you'd be surprised at the lengths some of them go to and their motivations. A while back, I was taking a small break from the AAA+ industry and was working for a small developer that made free to download physics based games. We'd do a lot of work for different companies who wanted a a PC game to adverse their product, linked to a competition. Before I joined, there was one guy who would always hack their games, creating trainer versions so people could get ridiculous scores and complete invalidate the results. Because there were valuable prizes (cars, cash, white goods etc.) involved, this was a big deal, so a lot of effort was put into counter measures to try and stop this guy. Why did he do this? He apparently had no interest in cheating or winning the prizes. He just had some beef with the company. He decided that he didn't like us, and wanted to ruin the company's reputation, in the hope that we'd loose customers and go bust. We know this because he applied for a job with us and made it clear who he was. He only came to the interview to check us out and try and get an insight into why our games suddenly took significantly longer to crack - so long in fact that, that he was unable to release versions in time to mess with our competitions (because we'd update the games every week or two weeks for a new event/competition).