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					Originally Posted by  dk0
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				I'm all for getting rid of cheaters and fair competition. But unfortunately I'm not sure this research does anything. 
 
People have been using reaction time as a basis for cheating allegations since FTE was introduced, probably even earlier. There are so many variables involved related to latency, packet loss, etc. that "reaction time" can only be circumstantial evidence at best, no matter how convincing it may appear. 
 
Staff can't take action on circumstantial evidence, it sets a really bad precedent that opens the door for tons of abuse moving forward. Ultimately, I think there needs to be a ruleset that innately supports fair competition (or at least minimizes opportunities to cheat), though I acknowledge that's not easy to do. 
 
I think OP's 2 months would have been better spent social engineering a keylogger or process logger onto a target machine (protip: everybody wants to meet milfs in their area). 
			
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 Yup, exactly this. Sadly OP didn't take into account the computer science aspect of the problem. He would need to have all of this data I list below to even begin to have a shot at proving anything concretely:
1. Where does everybody on the line live in relation to the server? The farther the distance from the server, the longer it will take to send and receive packets.
2. What is the average ping for everybody on the line? It is 100% possible Furoar has a lower ping than the majority of players on the server for whatever reason, which is why he has an advantage.
3. What ISP is everybody using on the line? Not all ISP's are created equal, and that may contribute to things like packet loss and data routing time.
4. What is the computer specs of everybody on the line? Framerate will differ between players, which means they may receive an update a bit slower. 
5. What monitors are being used by everybody on the line? Same point as number 4.
6. How does the game prioritize and send out packets? Do you even know the rate at which the server sends message data vs. player update data? It is possible the data for players starting to move arrived at your computer before the message data. It is also possible message data gets sent less often than player update data. 
Online games by their very nature have these kinds of variables built into the cake. The only way you could really compare reaction times is if everybody was playing in the same room, with the same computers and monitors, and the server was also in the same room. Think of a LAN party.