I'm ordering a new laptop to work on LLM stuff, and while I thought about jumping through the hoops to get Linux running with secure boot... I had a realization, it's a cold day in hell when someone else is going to tell me what I can run on my computer. All the latest multiplayer games are now requiring secure boot on Win11 as well I'm actually wary of all these anti-cheats, they're literally hyperinvasive maleware.…
I was in a similar situation and ended up buying a PS5. It ended up being exactly what I wanted.
Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
201–210 of 485 posts
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#202Earlier quoted context omitted.
I would much rather my 45 minute game be disrupted and the user booted permanently by moderators VS every game be disrupted for months while the developers try and work out which parts of my privacy they can invade to maybe hopefully boot the cheaters.
Problem is that requires moderators, that get paid, with money.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#203Amongst the discussion of rootkits and anti-cheat, I would like to add that part of the reason it is necessary is caused by the game companies that took away the standard method of playing multiplayer -- players running their own servers. It used to be pretty easy to just ban people from playing, now we're 100% reliant on their ability to do it. So we have anti-cheat which roots our computer, and still doesn't 100% s…
Even if custom game servers were a preferable experience, which I would argue against, it doesn't really do anything for this problem. By the time you have to wait for someone to cheat just to ban a single user, the disruption is already done. Your 4v4 45min game is already disrupted and everyone has already wasted their time now that you have to kick someone. It's kind of like thinking you can forgo anti-bot measure…
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#204Amongst the discussion of rootkits and anti-cheat, I would like to add that part of the reason it is necessary is caused by the game companies that took away the standard method of playing multiplayer -- players running their own servers. It used to be pretty easy to just ban people from playing, now we're 100% reliant on their ability to do it. So we have anti-cheat which roots our computer, and still doesn't 100% s…
- If you were too good on some server, you'd get banned.
- If the admin doesn't know well cheating, he could tolerate something that was obvious cheating.
- Cheaters could just change server often.
It used to be easy to just ban peoples yes, and it was as easy to switch servers.
Plus on most competitive game today, you have custom lobbies, which do exactly what you want, and there is a reason why only a minority of players uses it.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#205Earlier quoted context omitted.
Even if custom game servers were a preferable experience, which I would argue against, it doesn't really do anything for this problem. By the time you have to wait for someone to cheat just to ban a single user, the disruption is already done. Your 4v4 45min game is already disrupted and everyone has already wasted their time now that you have to kick someone. It's kind of like thinking you can forgo anti-bot measure…
counterpoint: my 45 min 4v4 game gets terminally disrupted if I can't run the game on my device
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#206Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#207Earlier quoted context omitted.
> By the time you have to wait for someone to cheat just to ban a single user, the disruption is already done. Your 4v4 45min game is already disrupted and everyone has already wasted their time now that you have to kick someone. The difference is there is usually an existing level of trust between people playing on a private server. Usually your group would know ahead of time if someone is going to potentially be a…
If I already have a preformed 4v4, then I don't need anticheat. The question is what to do about the rest of the time for everyone else. Shopping around private servers and dealing with individual server admin quirks is a regression from matchmaking UX that Starcraft had in the late 90s or that Halo 2 had in the early 2000s.
If you wanna matchmake, great, go ahead.
If you want to run a private server, you can do that too.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#208As most of you know, these anti-cheat systems are functionally equivalent to rootkits. There is zero visibility into how these privileges are used for targeted attacks. Due to geographic location of the large game companies this has a geopolitical angle. Fingerprinting of devices and the networks they are in provides a lot of metadata that is most definitely fed into their intelligence apparatus.
I'm never going to play again online on any FPS because that whole incoherent bubble of crap disgusts me.
The multiplayer games community is toxic, and players are focused on success whatever the cost is. And I don't even want to touch the question of match making with a 10-foot-pole. Local, self-hosted or in small community is the best.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#209Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#210Earlier quoted context omitted.
> caused by the game companies that took away the standard method of playing multiplayer -- players running their own servers Let's be real, what % people among those who game are interested in running their own game server? I'm definitely one of them, and one of my earliest tech memories was setting up a CS 1.6 game server for a bunch of classmates (and being unable to play myself because the computer had nowhere ne…
> Let's be real, what % people among those who game are interested in running their own game server? Let's put it differently: What % of people among those who program are interested in maintaining open source software? A very low %, and yet it's a thriving ecosystem. To bring it back to gaming: How many people who game are interested in modding, or creating models/maps/etc? Again, a very low %, and yet...