Cheats aside, are there any competitive games that include Uber-like rating system? Meaning that you'd need to provide feedback whether you'd play with your opponents/teammates again after a game.
Overwatch (1) had something like that. Not sure if Overwatch (2) still has it, or how it functions now. In higher ELO, people would target good players with "avoid player"^1, effectively soft-banning those people from match making because the pool was small enough. They would still get put in matches eventually but their queues would blow out a lot. From memory it did not have an explicit "match me with this person"…
Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
341–350 of 485 posts
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#342Amongst 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…
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.
Does it though? Unless winning has real-world rewards, does it really matter that much if you are playing against someone who is cheating, if with cheating, they are evenly matched against you? Assuming the matchmaking works well, people who cheat would end up getting matched with either other people who cheat, or people who are good enough to compete against cheaters.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#343Earlier quoted context omitted.
Based on the latest report from Dice/EA/BF6, seems indeed like they're detecting hardware-based cheating as well: https://store.steampowered.com/news/app/2807960/view/4972134... Although who knows, they might be outright lying about that just to scare cheaters, but I tend to default to assuming what they're saying is more or less true.
They can’t detect me splitting my hdmi output, feeding one of them to a separate machine with a vision model to detect what needs to be detected and the same machine moving and clicking the mouse. People are already doing this.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#344Earlier quoted context omitted.
This has nothing to do with anti-cheat. I work on Rust and most servers are hosted by the community and there is a good modding+custom map scene. The game has an anti-cheat because it's a big target for cheaters.
Do you work on community maps? Rust remains maybe the last true community game that's just solid all the way through where the studio is good to its players and doesn't patronize and betray them. I can have the sort of fun I would have had 20 years ago in Rust, and everything else feels like monocultural slop by comparison. I wish more of my friends wanted to play it, and wish I had more time for it.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#345Earlier 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.
> Matchmaking requires some form of anti-cheat. Does it though? Unless winning has real-world rewards, does it really matter that much if you are playing against someone who is cheating, if with cheating, they are evenly matched against you? Assuming the matchmaking works well, people who cheat would end up getting matched with either other people who cheat, or people who are good enough to compete against cheaters.
A cheater isn't evenly matched against you. No one is good enough to compete against wallhacks/aimbots, never mind that it shouldn't matter. It ruins the experience, ruins games, ruins the spirit of competition and sport.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#346Earlier quoted context omitted.
What, 2000 players? 5000? Moderating that game is multiple orders of magnitude off of major titles. No Battlefield game is even in the top 100 of esports earnings.
I wouldn't measure anticheat success by esports earning
What it tells you most of all is popularity and incentive to cheat. Cast a big enough net and you'll inevitably find cheaters. The bigger the net, the more cheaters you'll collect.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#347Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#348The 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…
Link for others: https://www.beyondallreason.info/download
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#349Earlier quoted context omitted.
Being able to make friends off-platform and then play with them is obviously not what we're talking about. I have to conclude you're unfamiliar with what multiplayer gaming was like when servers were the norm.
> I have to conclude you're unfamiliar with what multiplayer gaming was like when servers were the norm. Did you even played a single game competitively ? The fact you keep pushing for server browser tell me that no, you need communities on something else. You likely forgot the hassle that server browser were, and forgot that lots of games didn't had a server browser. LFG communities were important and excluding this…
99% of people who played CS1.x/tf/Q3A/bf1942/cod/etc booted up the game, found a server in the browser with low ping to play on, and if they liked it they favorited it. They came back the next day, and the next, and started to recognized other players. That is the server browser experience.
If you were in the tiny minority of players trying to be "competitive" back then, you're right I don't know what it looked like for you. Sounds like it sucked, honestly, and maybe competitive matchmaking solved some of those problems, but in the bargain we lost a lot of what made those games fun for "casuals" as you smugly call us.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#350Earlier quoted context omitted.
Do you work on community maps? Rust remains maybe the last true community game that's just solid all the way through where the studio is good to its players and doesn't patronize and betray them. I can have the sort of fun I would have had 20 years ago in Rust, and everything else feels like monocultural slop by comparison. I wish more of my friends wanted to play it, and wish I had more time for it.
Too bad rust isn’t playable on linux due to anticheat.