First, it's not like client/server games would make it impossible to cheat. Good luck identifying an aimbot just using a server for example... P2P just makes it easier to cheat.the latter is not going to happen, at least not in this regard.
regarding the former ... i knew of the p2p thing roughly a month after release, and i took cheating for granted since. and i've seen evidence all these years, it never was a secret. it's a pity but that's how it is, i've gotten over this long ago, i'm just curious to see how frontier handles this fallout now. it has come late indeed, didn't expect it anymore, i actually stopped a while ago debating p2p around here, it seemed pointless.
popcorn tanks full.
I read the entire thread and some people said you can't detect cheats in a P2P architecture and that FDEV isn't doing anything against it (the same thing gets said about other developers of client / server games by the way, usually until the banhammer hits). That's not entirely true since FDEV detected cheats in the past using telemetry and banned people accordingly.
There are several ways how to detect cheats in a (mostly) P2P architecture, such as occasionally sending data to frontiers servers (which already happens anyway), running an anticheat tool that monitors your computer, compare expected results between peers and automatically report anomalies, etc.