It turns out the problem that was evident in the Beta hasn't been fixed, and therefore things like infinite ammo, one-hit-kill weapons and warping around the map are within easy reach of the unscrupulous player.
The problem is that the game code is written in such a way that "the server essentially accepts the client-side reports of in-game events like player position, weapon fire rates, item inventory, and even when players are hit with bullets."
Most modern PvP games store important information about the player attributes and position server-side, so it's harder to hack.
This is fundamentally different from how most multiplayer online shooters work, Fiedler explains. In games like Quake and Call of Duty, the server doesn't simply trust reports of local gameplay information sent from the client machine (since those can be trivial to edit, especially on PC). Instead, in those games, the raw inputs from the client machine are replicated in what he calls "the real game" running on the server. That means that even if a player tinkers with the memory values on his own client-side copy of the game, that would only affect "ghosts" running on that local machine; the legitimate action being run on the server would be unaffected
So, the issue was highlighted during the closed Beta. The fact it hasn't been patched lends weight to the argument that it can't be fixed without a rewrite of the network architecture.
http://arstechnica.com/gaming/2016/04/a ... -problems/
This is the blog that explains why (if The Division is using a Trusted Client model) its a difficult problem to fix, and explains how it's a different system to the way other games do it.
http://gafferongames.com/2016/04/25/nev ... he-client/