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Steam games will need to disclose kernel-level anti-cheat on store pages

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Re: Steam games will need to disclose kernel-level anti-cheat on store pages

#571

So, I'm not really into online multiplayer, but from a distance I keep wondering if this could be more easily mitigated by altering the incentive structure? What if online games track how well people do and sort them into tiers based on skill level? And then put people who are roughly evenly matched together. I am guessing that cheaters will naturally end up clumping together with each other, and maybe a smattering o…

KLA isn't about preventing cheaters. It's about protecting the artificial scarcity of products for sale via microtransaction.

Re: Steam games will need to disclose kernel-level anti-cheat on store pages

#572

First step. Second step? Ban games with kernel-level anti-cheat. It is not acceptable on Linux. Apple will also not accept that shit further, that said Apple lost relevance in gaming with Mantle and the M-Processors (both mean a lot of incompatibility). And Microsoft is regretting every choice in this regard: https://www.theverge.com/2024/9/12/24242947/microsoft-window... But that is a usual pattern. Microsoft makes…

The reason games companies reach for KLA is not because they're dumb and can't be bothered to secure their network protocols on the server side, it's because they don't want to have to hire an inordinate number of human reviewers to make unreliable decisions on whether someone is cheating or not in their game. While KLA is fundamentally flawed (DMA and even CV based cheats are becoming more popular as a result of KLA…

Realistically if you make a game hack where it behaves exactly as well as a high skilled player, no one should care. The lobby experience is the same as if you got a really good player in there. When people moan about hackers its when they are blatant. Dominating the entire server and obviously hacking when you spectate them. If you take away all this low hanging fruit who cares about the people who are cheating within statistical variance of player skill?

Re: Steam games will need to disclose kernel-level anti-cheat on store pages

#573

I haven't been a hardcore gamer in nearly 2 decades (think Half-Life, original CS), so forgive the ignorance; but why do game publishers care whether users cheat? I mean it's not like it costs them money--you're buying the game either way. I guess maybe in a MOOG it ruins the experience for other players if you show up with a gazzilion resources, but other than those games, so what if you leveled up quickly? why spen…

A game that is overrun by cheaters makes it less fun to regular players. If regular players don’t want to play your game, it ends up being a hacker circle jerk before the servers stop getting consistent players at which point the game is dead. And a dead game is not interesting to potential buyers which affects the publishers revenue stream.

Re: Steam games will need to disclose kernel-level anti-cheat on store pages

#574

Earlier quoted context omitted.

> Want FPS without cheaters? Encourage people to do DIY matchmaking again, DIY server hosting and DIY administration. Yes. This is the answer. There is no solution that relies only on technology that will fix human problems at scale. You can make it harder, but once one person figures it out, everyone has access to it. You need to break it into pieces and let people deal with it on the community level, where communit…

> Yes. This is the answer. There is no solution that relies only on technology that will fix human problems at scale. You can make it harder, but once one person figures it out, everyone has access to it. You need to break it into pieces and let people deal with it on the community level, where communities are small enough that people can deal with individuals. The issue is that the players themselves seem to think t…

Really? Most gaming communities seem to hate kla as it breaks their steam deck compatibility or linux compatibility.

Re: Steam games will need to disclose kernel-level anti-cheat on store pages

#575
post #491

Earlier quoted context omitted.

That's an incredibly naive perspective. KLA represents a real risk to companies, as something going wrong can crash player computers instead of just game processes; this is a PR nightmare if/when it happens on a large scale. Not to mention the cost of hiring engineers capable of building kernel components in the first place, it's a niche skillset that's not cheap to hire for. Games companies don't turn to KLA out of…

We had the best alternative decades ago. Let the community run the servers and ban cheaters while allowing individual servers to form their own culture and community. The obsession with matchmaking and games as a service (requiring publisher run servers) is what painted the industry into this corner. Note that I like matchmaking, specifically skill based matchmaking, in some games and at some times but completely end…

I was pretty good at CS:S, semi-professional level. I nevertheless still enjoyed hanging out on public servers with friends. I cannot tell you how often I have just been banned.

Another example: I was an anti-cheat admin in a major league about 20 years ago. I am quite confident a lower double digit percentage of banned players were innocent - it was simply too hard to get enough competent people for doing manual checks (you'd have to be really good at the game yourself to confidently tell what might be intuition and what cant while evaluating pro players with money-prizes on the line).

So while I appreciate that sentiment, and maybe you found THE one community where all that really worked out for you, but it was by no means the "best alternative" from where I am standing.

Re: Steam games will need to disclose kernel-level anti-cheat on store pages

#576

So, I'm not really into online multiplayer, but from a distance I keep wondering if this could be more easily mitigated by altering the incentive structure? What if online games track how well people do and sort them into tiers based on skill level? And then put people who are roughly evenly matched together. I am guessing that cheaters will naturally end up clumping together with each other, and maybe a smattering o…

As someone who plays a lot of online multiplayer, there's a few issues. A lot of games do have skill based matchmaking systems (aka SBMM) in place.

Ideally, this would lead to people having a 50% win rate which is just unacceptable to some. Those people resort to smurfing or cheating to get their fix--they don't really want a fair and equal match. Just look to the Call of Duty community crying about SBMM. Those people want to farm clips and play with those worse than them--not people at or above their skill level.

Additionally, many multiplayer games at all but the highest skill levels have most matches determined by the side that plays the fewest number of mistakes. This is especially true of team based games. At most skill levels, both teams will be making many obvious (and less obvious) mistakes. This can frustrate some who believe that they're held back by their team and just need to play with higher ranked teammates. So people will boost or buy accounts or resort to cheating.

Re: Steam games will need to disclose kernel-level anti-cheat on store pages

#577
post #522

Earlier quoted context omitted.

possibly, depending on the gpu. wickedengine requires modernish gpu. spite was definitely a part of it. at a certain point while playing and watching fortnite solo build, i wondered why there are so many bugs and if i could fix them. i wanted to understand why ping advantage and storm surge have to exist. this game was my journey to find out. it has been a privilege and a joy every single day. as far as security, you…

While I appreciate the lack of self promotion, I don't see any name or link for your project in either comment. Can you share one? I'm sure I'm not the only curious person.

https://better.game/

Re: Steam games will need to disclose kernel-level anti-cheat on store pages

#578

Good. I absolutely refuse to compromise my system by using these things. Games should be required to let people know what they are signing up for. And if that means more companies choose to avoid kernel anti-cheat, so much the better. I'm still mad that I can't play Helldivers 2 - a freaking co-op game where cheaters can't pose a problem - because of this nonsense.

> a freaking co-op game where cheaters can't pose a problem Winning doesn't give you any permanent rewards?

Why would that matter? If someone gets rewards that they didn't earn, it doesn't negatively impact anyone else.

Re: Steam games will need to disclose kernel-level anti-cheat on store pages

#579

So, I'm not really into online multiplayer, but from a distance I keep wondering if this could be more easily mitigated by altering the incentive structure? What if online games track how well people do and sort them into tiers based on skill level? And then put people who are roughly evenly matched together. I am guessing that cheaters will naturally end up clumping together with each other, and maybe a smattering o…

I'm not entirely sure if you're being sarcastic or not.

> What if online games track how well people do and sort them into tiers based on skill level?

Games have been already doing this for at least a decade. Games that do this are exactly the games where cheating is rampant.

Re: Steam games will need to disclose kernel-level anti-cheat on store pages

#580
post #512

kernel level anticheat is not enough. client inputs have to be trusted, and there is no provenance. the kernel has no visibility of inputs. i’m shipping a 100 player matchmaking game now. clients tick at 360hz, server ticks at 120hz. fair up to 60 ping, which covers entire continents. servers are metal, not vms. epyc 4244p with 2Gbps egress, 1 server per 15 minute game. mitigations=off and nosmt on all clients and th…

Is there a system in place for when my identical brother who is leagues better at your game than me hops on my account and proceeds to mop the floor with the competition?

For most games these days there is thanks to skill based matchmaking. Your brother will be matched up with people in your skill bracket and will absolutely wreck them. Then whenever you get back on you will have moved up in skill thanks to big bro and will now get wrecked until you get tossed back into the lobbies you belong.

People generally hate this though because for one it makes most games into way too serious sweat fest with everyone so closely matched. And for two it doesn’t even stop the entire reason it was built which was to protect the noobs. The elite players can just tank like an nfl team for a few rounds and go back to stomping noobs.

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