Earlier quoted context omitted.
Did you played in this era ? - 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 re…
All true, but of course you're missing the player agency component that renders those issues moot. If any of the above happens, you can simply find another server. Private games (now called "custom lobbies") were available back then too, they're not equivalent to a public server browser.
Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
321–330 of 485 posts
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#322Amongst 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…
The only actual problem with cheating is leaderboards. When you have accurate matchmaking, you will be playing against other players of a similar skill level. If you we're playing in single-player mode, it wouldn't bother you that some of the players were better than others. Whether the person you're playing against is as good as you because they have aim assist, while you have a 17g mouse and twitch reflexes shouldn…
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#323Amongst 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…
The only actual problem with cheating is leaderboards. When you have accurate matchmaking, you will be playing against other players of a similar skill level. If you we're playing in single-player mode, it wouldn't bother you that some of the players were better than others. Whether the person you're playing against is as good as you because they have aim assist, while you have a 17g mouse and twitch reflexes shouldn…
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#324Earlier quoted context omitted.
They are not functionally equivalent, unless there are games I'm not familiar with where custom lobbies are published in a list for strangers to join. Normally a custom lobby implies invite only. Not everyone is interested in a "fair and balanced competitive match" where you're guaranteed to win no more and no less than 50% of the time. I actually find that intolerably boring.
> They are not functionally equivalent, unless there are games I'm not familiar with where custom lobbies are published in a list for strangers to join. Lots of the mosts played competitive games have that, or third party websites/discords that have links to custom lobbies.
I have to conclude you're unfamiliar with what multiplayer gaming was like when servers were the norm.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#325Earlier quoted context omitted.
Are the stakes not still zero? Aren't like 99.9% of players not at all competitive in any meaningful sense basically by definition? Like if Counter-Strike has 1M active players, and you are in the 99.9%-ile, you are still only in the top 1,000. Do people watch the rank 1000 players? Are they making a career out of it? What fraction of the player-base thinks they are actually competitive vs. is just playing a game?
I actually think a big part of this anti-cheat push is just developers wanting their players to think something real is at stake. Yes we put a ton of effort into protecting your very important Elo score from hackers so you confidently sink hours into improving it. If they would just let the cheaters win their way up the ranks, they could have their own little cheater lobbies and we wouldn’t have to deal with them.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#326Earlier quoted context omitted.
The only actual problem with cheating is leaderboards. When you have accurate matchmaking, you will be playing against other players of a similar skill level. If you we're playing in single-player mode, it wouldn't bother you that some of the players were better than others. Whether the person you're playing against is as good as you because they have aim assist, while you have a 17g mouse and twitch reflexes shouldn…
This is fine if you are low level, because the cheaters will be too good to play in the low level games. If you are in the higher skill levels, you might end up playing too many cheaters who are impossible to beat. If the cheat lets you be better than the best human players, the best human player will end up just playing cheaters.
It's almost kind of worse than this. If you are in higher skill levels, you end up getting matched with cheaters who lack the same fundamental understanding of the game that you do and make up for it with raw mechanical skill conferred by cheats.
So you get players who don't understand things like positioning, target priority, or team composition, which makes them un-fun to play with, while the aimbots and wallhacks make them un-fun to play against.
And as a skilled player, you are much better equipped to identify genuine cheaters in your games. Whereas in low skill levels cheaters may appear almost indistinguishable from players with real talent so long as they aren't flat out ragehacking with the aimbot or autotrigger.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#327The only multiplayer game I currently play is Beyond All Reason (a RTS game). It's a free and open-source game, so creating a cheat client would be especially easy. But I've never encountered cheating. I think there's a few reasons for this: 1) The playerbase is small and there is no auto-matchmaking, just a traditional list of servers. This results in the same group of people always playing together. People don't wa…
Seems more likely that the cause is that RTS isn't a popular genre among gamers and Beyond All Reason is obscure[1] even among RTSes. There's no fame or money to make it worth investing in cheating. [1] Among the general public, not RTS aficionados. Which is unfortunate; Total Annihilation and its spiritual descendants like BAR deserve more love.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#328The only multiplayer game I currently play is Beyond All Reason (a RTS game). It's a free and open-source game, so creating a cheat client would be especially easy. But I've never encountered cheating. I think there's a few reasons for this: 1) The playerbase is small and there is no auto-matchmaking, just a traditional list of servers. This results in the same group of people always playing together. People don't wa…
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#329Earlier quoted context omitted.
This isn't the reason. The reason it's necessary is because players want to be able to play with/against other players around the world. Matchmaking requires some form of anti-cheat. Running your own server as admin can't give you the degree of competitive global ranking that players enjoy today. And cheating is an arms race. It's just hacking. You either preserve game integrity or you're going to have cheaters.
We lost a lot of other things as well. Like modding and especially maps. It doesn't matter how good the game developers are, someone out there is could make a better map. The studios took control of everything, and their answer is to rootkit our computers, and to buy more DLC if we want another map. Personally, I don't accept the premise that such studio control is necessary for me to have fun playing a game. I espec…
If anything, we are in a golden age of mods!
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#330As 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.
Yes, and more than that, the kernel-level-anticheats are unable to spot someone using a Cronus ( hardware aim assist among other stuff [0] ). 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-foo…
It always makes me happy to fire up Quake via Darkplaces or even ioQuake3 and still see servers up and people playing.