Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
31–40 of 485 posts
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#32Is there really no way to make anti-cheat on Linux that can't be bypassed? I don't know much about this, but it seems very difficult to make an anti-cheat for a platform where you can make changes in the kernel.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#33Earlier quoted context omitted.
Linux explicitely allows you to do things that makes cheating *really* easy. There is also complete lack of secure boot and a way to validate that your kernel hasn't been compromised. I mean seriously, making a cheat for a proton supported game that no anticheat has any hopes of detecting are in 100 lines of a kmod driver and 1 console command: insmod. On windows you at least need to use scuffed tools like KDU to byp…
Linux supports secure boot just fine, it's just happy (correctly, IMO) to give the keys to the user and not the developer .
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#34Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#35Is there really no way to make anti-cheat on Linux that can't be bypassed? I don't know much about this, but it seems very difficult to make an anti-cheat for a platform where you can make changes in the kernel.
The correct solution is to verify everything server side, or actually have humans watch replays and ban cheaters, but both of those would reduce profits, so will obviously never happen.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#36Earlier quoted context omitted.
Unless DOTA2 is running at a ~3 tick rate (Which it's not), even taking account processing delays and action batching, a bot will always have faster reaction times than an actual player. It will also never misclick. This problem is magnified in a shooter game, which would be unplayable with that kind of batching, but where a cheater with an aimbot is actually impossible for a legitimate player to beat.
After you click, the character will begin to turn, which can take several hundred ms. A delta of couple ms compared to the time it takes to turn is completely negligible and even an inch better positioning of a character, or having a character with items or stats that makes them turn faster (because picks are asymmetric) will make several magnitudes more of an impact. If your game allows your sights to just teleport…
This is interesting, because I feel like the fundamental gameplay of an fps is players exposing themselves to each other's field of view, and then trying to click the other's head first. Skill is a measure of map knowledge (so you can try to expose yourself to a possible field of view but not where the enemy is actually looking at that moment) and speed of clicking head.
How would you design FPSs to remove this "bad game design?"
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#37Earlier quoted context omitted.
That only solves half of the cheating problem - illegal inputs from clients. The other half is much harder to solve . For a simple example - my client knows that there is an enemy player around a corner. It knows exactly where that player is, because that player is walking, and making noise. A cheats could allow the cheater to see his opponent's player's model through the wall. For a more blatant example, consider ch…
You already know where an enemy is if you hear them behind the wall, you don't need a cheat to tell you that there is noise coming from other side of the wall. The server also doesen't need to tell you they are behind it if they're sneaking. A game that allows zero home-in time sounds like a flaw in the game and something solvable on the serverside. You can replace a playermodel with wider "sound coming from around h…
You know they are somewhere behind the wall, you don't know which exact angle they are behind the wall, because headphones and our ears don't work with that degree of accuracy.
The cheater can just swing the corner with his cursor already pre-positioned exactly on his target. Between peeker's advantage (inherent to any online game with latency) and human reaction time, there's not a lot you can do to fight that.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#38Earlier quoted context omitted.
That only solves half of the cheating problem - illegal inputs from clients. The other half is much harder to solve . For a simple example - my client knows that there is an enemy player around a corner. It knows exactly where that player is, because that player is walking, and making noise. A cheats could allow the cheater to see his opponent's player's model through the wall. For a more blatant example, consider ch…
You already know where an enemy is if you hear them behind the wall, you don't need a cheat to tell you that there is noise coming from other side of the wall. The server also doesen't need to tell you they are behind it if they're sneaking. A game that allows zero home-in time sounds like a flaw in the game and something solvable on the serverside. You can replace a playermodel with wider "sound coming from around h…
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#39Between Windows being so unbearably bloated and no way to make anti-cheat really work on Linux, it looks like the consoles win!
On my PC I can play basically every game ever made in all of human history, minus maybe 7 that use kernel level anti cheat, and a couple PS5 and PS4 exclusives. Other than that I have emulation plus a steam library. I'll take that over a locked in console that can only play 2 generations of games any day! Edit: I'm not sure why the person who replied to me asking about emulators was nuked, emulators are still legal e…
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#40Earlier quoted context omitted.
I think the moment you accept data from the client as truth you've lost the battle already, everything else is just damage control. Loads of games have realized this and kept checking game rules on the serverside and reveal data on a need-to-know basis. This makes it nearly impossible for cheats to be made because anything you know you should know, and everythin you act is parsed by the backend according to rules alr…
Some kinds of cheating can be mitigated that way, but it can't really stop cheats which just play the game more optimally than the user is able to, using the same inputs and outputs that a legit player would use. Aim assistance in shooters, automatic parries in fighting games, economy-breaking levels of automation in MMOs, and so on. There's also practical limits to how much data you can filter out in complex 3D game…
This player is posting 30 auctions per second. Bot.
This player is turning at a rate of 500 radians per second to make perfect headshots. Bot.