[HN Gopher] Games using anti-cheats and their compatibility with...
       ___________________________________________________________________
        
       Games using anti-cheats and their compatibility with GNU/Linux or
       Wine/Proton
        
       Author : doener
       Score  : 256 points
       Date   : 2025-12-01 07:05 UTC (15 hours ago)
        
 (HTM) web link (areweanticheatyet.com)
 (TXT) w3m dump (areweanticheatyet.com)
        
       | stavros wrote:
       | Hm, most of these seem updated 3-4 years ago, is this list
       | relevant any more?
        
         | Zhyl wrote:
         | Do you have examples of where something isn't accurate? If
         | something hasn't changed it doesn't need to be updated. As far
         | as I'm aware the things that change are updated quickly, hence
         | the list is relevant.
        
           | stavros wrote:
           | No, I just assumed things would change a lot.
        
       | Hikikomori wrote:
       | While some anti cheat supports Linux they're mostly useless as
       | you can much more easily bypass them on Linux compared to
       | windows. I guess enabling them for competitive games is one way
       | to increase Linux users.
        
       | hastily3114 wrote:
       | Is 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.
        
         | kachapopopow wrote:
         | 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
         | bypass signature verification requirements and every anticheat
         | can detect you with a simple physical memory scan.
        
           | rcxdude wrote:
           | Linux supports secure boot just fine, it's just happy
           | (correctly, IMO) to give the keys to the _user_ and not the
           | _developer_.
        
             | ChocolateGod wrote:
             | Unfortunately right now SteamOS does not support secure
             | boot or measured boot.
        
             | kachapopopow wrote:
             | yah my bad: vendor defined secure boot*
        
           | kalaksi wrote:
           | > There is also complete lack of secure boot
           | 
           | That's not true, though?
        
             | kachapopopow wrote:
             | well lack of secure boot is bad wording, lack of vendor
             | defined secure boot.
        
         | Zak wrote:
         | I think the most stringent types of Windows anti-cheat rely on
         | remote attestation of the operating system. It's theoretically
         | possible to design a Linux-based OS that supports such a
         | capability, but the sort of people who choose Linux are
         | unlikely to accept a third party having the final say over
         | their computer.
         | 
         | I, for one am disappointed that _anyone_ has accepted it. Once
         | it 's widespread, service providers can demand it, as we're
         | seeing with mobile banking apps and game anticheat.
        
           | Cu3PO42 wrote:
           | I also strongly dislike requiring remote attestation for any
           | kind of software I want to run. But what I also dislike is
           | cheaters in my online games and I genuinely do not have a
           | better suggestion on what to do.
           | 
           | Personally, I run Windows purely for gaming and don't let it
           | near any important data. For the latter, I boot into Linux
           | with separately encrypted disks.
        
             | progbits wrote:
             | I'm doing the same but I worry about windows compromise
             | messing with the bootloader so then encrypted linux drive
             | won't save me. Probably too paranoid though?
        
               | Cu3PO42 wrote:
               | If you use secure boot and don't let your keys near
               | Windows, you should be fine even if your Windows install
               | is compromised. Unless you don't trust Microsoft
               | themselves, in which case you'd need to re-enroll keys
               | whenever switching operating systems, which is possible,
               | but very tedious.
        
             | amiga386 wrote:
             | >But what I also dislike is cheaters in my online games and
             | I genuinely do not have a better suggestion on what to do.
             | 
             | You can't suggest "run online games as close-knit social
             | groups, with social exclusion punishments for cheaters",
             | which is how most online games used to be run. How old are
             | you?
             | 
             | Game vendors used to be happy letting us host and run our
             | own multiplayer games, until they realised they could get
             | more money out of us -- "battle passes", microtransactions,
             | ability to forcibly turn off multiplayer of older game when
             | newer remake comes out -- and now they've made themselves a
             | mandatory part of your online experience. You have to use
             | their matchmaking and their servers. So now it's down to
             | them to solve the problem of cheaters, enabled by their
             | centralised matchmaking... and their only solution is
             | remote attestation of your machine and yet more data
             | collection?
        
         | jsheard wrote:
         | A trusted entity (probably Valve) could provide a locked down
         | distro where kernel integrity is enforced through secure boot
         | and TPM attestation, but that would mean giving up some control
         | over your own system. There's no guarantee that anything
         | client-side is impossible to bypass of course, but the goal
         | would be to more or less match what Windows offers, which isn't
         | perfect either.
        
           | ChocolateGod wrote:
           | > giving up some control over your own system
           | 
           | There could simply be a developer option that disables these
           | integrity checks but subsequently breaks online games that
           | rely on them. Valve could also offer a module that allows
           | signed user-space binaries access to kernel space, which
           | would be an improvement over Windows offers in that anti-
           | cheat wouldn't need to live in the kernel.
           | 
           | I think that's a fine trade off.
        
             | NekkoDroid wrote:
             | You don't even need a developer mode. I was looking into
             | making my own image based distro/system which has its
             | bootchain entirely verified and I intend to make any
             | modifications via system extentions[1], which IIRC also get
             | measured aswell (or was at least planned somewhere). To be
             | fair, this is purely additive or overlaying, so no removing
             | of files, at best changing. This all would be signed using
             | Secure boot and after the fact using dm-verity.
             | 
             | Secure Boot in theory isn't even necessary, only TPM2.
             | Secure boot only ensure that you are actually booting into
             | a binary that you expect to boot in this case, so if your
             | binary is actually different it would result in different
             | PCR values in the TPM indicating something is wrong.
             | 
             | Sadly a lot of end user software (flatpak, ...) isn't
             | packaged & signed in a way which would allow for full "only
             | run software I allow by importing public keys" (read Linux
             | IPE[2]), but what can you do, only your best I suppose...
             | 
             | [1]:
             | https://www.freedesktop.org/software/systemd/man/systemd-
             | sys...
             | 
             | [2]: https://docs.kernel.org/admin-guide/LSM/ipe.html
        
           | Hikikomori wrote:
           | Could reboot into secure mode for these types of games.
        
           | CuriouslyC wrote:
           | You don't need a full distro, you can just run the game in a
           | VM sandbox with trusted computing extensions alongside
           | whatever distro you want. That breaks cheats that rely on
           | network/memory inspection, you can still cheat using the raw
           | pixel output to drive faked input, but I don't think the loop
           | is closeable there.
        
             | keyringlight wrote:
             | Has anyone produced a proof of concept for such a system,
             | for gaming or otherwise?
             | 
             | Given that a certain amount of windows gamers have been
             | having issues making sure their PCs complied with the
             | config requirements for the latest COD/Battlefield, it
             | would seem an even higher bar for a consumer targeted bit
             | of software that needs to do more to be running securely
             | (or add a different mode to your distro install and reboot
             | to it), alongside the wider variety of distros/configs.
             | Distros advertising themselves for gaming or getting people
             | to migrate from windows are also trying to keep barriers to
             | entry low or to appear simple.
        
             | surajrmal wrote:
             | Running in a VM is not secure by itself. You need something
             | similar to what Android is building via protected VMs.
        
               | Mindwipe wrote:
               | Indeed running a VM is an exploiter's dream, unless the
               | VM is essentially run by a hardware hypervisor (akin to
               | Android's system).
        
             | Mindwipe wrote:
             | That wouldn't be sufficient. You'd need a hardware
             | component to verify the OS signature of the specific distro
             | with a trusted (by the game company) asymmetric key, and
             | that enforced driver signing.
             | 
             | Those things are all possible, but really the only entity
             | that has the power to realistically do them is the OEM -
             | Valve could do it for SteamOS, but only on it's own
             | hardware.
        
           | maccard wrote:
           | This is what a console is.
        
         | soloridindan wrote:
         | 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 already present
        
           | jsheard wrote:
           | _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 games, both due to performance constraints,
           | and because culling information too perfectly can cause
           | things to pop into existence too late under real-world
           | network latency. The effectiveness of ESP cheats can be
           | reduced, but not eliminated in practice.
        
             | soloridindan wrote:
             | I think anything that relies on reflex alone is flawed
             | design. You can design around this, by for example in Dota2
             | it doesen't matter how fast you click an entity, because
             | the turnrate of your character is limited, so a person
             | clicking reasonably fast and a bot clicking in 0.01ms both
             | arrive there at the same time. Precision also doesn't
             | matter, because a player can click the icon of the enemy
             | instead of trying to match the pixels on screen. MMO
             | scripts that use information already given by the game just
             | seem like the MMO should invest in UX instead of trying to
             | ban people for using the tools the game already gives them.
        
               | vkou wrote:
               | 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.
        
               | soloridindan wrote:
               | 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 on
               | people's heads and take that as the winning condition
               | then that just sounds like bad design, there's no reason
               | to allow infinitely fast movement and omitting strategy
               | even from a shooter
        
               | komali2 wrote:
               | > If your game allows your sights to just teleport on
               | people's heads and take that as the winning condition
               | then that just sounds like bad design, there's no reason
               | to allow infinitely fast movement and omitting strategy
               | even from a shooter
               | 
               | 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?"
        
               | DJBunnies wrote:
               | > How would you design FPSs to remove this "bad game
               | design?"
               | 
               | I think we just need to accept that bots will always be
               | better at reaction based KPIs & abusing "knowing" too
               | much game state, we should just remove those conditions.
               | 
               | 1) Move most of the application logic to the server, the
               | client should be a fairly dumb terminal that knows how to
               | render and accept inputs, and only receives the state
               | that it _needs_. No more spying issues.
               | 
               | 2) Just give everybody auto aim & immediate/auto
               | controlled firing, etc. No more aim bot issues.
               | 
               | 3) Improve the quality of gameplay around the types of
               | interactions which bots are bad at. Decision making,
               | strategy, communication, execution, adaptation.
        
               | nerdsniper wrote:
               | > No more spying issues.
               | 
               | This isn't possible. And this explains why:
               | https://www.youtube.com/watch?v=WFw4F2AyaP4
               | 
               | We can only minimize the amount of extra information
               | given to the client, not eliminate it. And at high enough
               | skill levels, even 1-2ms of extra information will always
               | be actionable, even by humans (not just bots).
        
               | vanviegen wrote:
               | Sure, feel free to make an entirely different type of
               | game that's not as vulnerable to cheating.
               | 
               | But some people just want to play competitive fps
               | shooters. And currently obnoxious anticheat toolkits are
               | the way to provide that, unfortunately.
        
               | Hikikomori wrote:
               | >just give everyone aimbots, no more aimbots issues
        
               | jpadkins wrote:
               | what if more people want to play an action shooter game,
               | and not a slow strategy game?
        
               | Hikikomori wrote:
               | >If your game allows your sights to just teleport on
               | people's heads and take that as the winning condition
               | then that just sounds like bad design, there's no reason
               | to allow infinitely fast movement and omitting strategy
               | even from a shooter
               | 
               | From the servers perspective you always kinda do that for
               | fast movements as the client send rate usually isn't more
               | than 60hz.
        
               | bluecalm wrote:
               | There is rampant cheating in online chess and poker as
               | well, you know? You can have an opinion about what
               | constitutes a better game for humans: should it be about
               | making better decisions, arriving at them faster or being
               | fast and precise with your mouse but the reality is
               | bots/assistance can make you unplayable in all of those
               | domains.
        
               | Levitz wrote:
               | >for example in Dota2 it doesen't matter how fast you
               | click an entity, because the turnrate of your character
               | is limited, so a person clicking reasonably fast and a
               | bot clicking in 0.01ms both arrive there at the same
               | time. Precision also doesn't matter, because a player can
               | click the icon of the enemy instead of trying to match
               | the pixels on screen.
               | 
               | Even with turnrate, reaction time is very relevant.
               | Reaction time allows you to silence enemies midcast, or
               | to pop a shield, or a BKB, or some other instant measure.
               | Turnrate doesn't mean reaction time doesn't matter, it
               | means the direction you are facing matters.
               | 
               | As for precision, yes it does matter, ask any Phoenix
               | player who gets hexed mid-flight.
               | 
               | People cheat in Dota in these very terms, it's absurd to
               | argue it doesn't matter.
        
             | nkrisc wrote:
             | You could probably detect those kinds of cheats
             | heuristically on the server. There are limits to human
             | ability. It'll take more time to catch the cheaters, but
             | I'm sure it's possible.
             | 
             | 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.
        
               | Hikikomori wrote:
               | Aimbots will just add delay and variance then. Guess its
               | a bit fairer but if they're better than shroud level then
               | it's still not great.
        
               | jsheard wrote:
               | Which they do already, because slamming all of the aimbot
               | settings to max is a fast track to getting mass reported
               | and escalated to human review, which will immediately see
               | what's going on. Any cheater with an ounce of desire to
               | preserve their account is going to try and maintain the
               | pretense that they're just very skilled, not impossibly
               | skilled.
        
               | pityJuke wrote:
               | this is already running in production for Counter-Strike
               | since 2018 [0][1].
               | 
               | to be honest, it isn't particularly good - all serious
               | CS2 games operate on a third party provider with a
               | kernel-level anti-cheat. also, the cs2 update banned
               | people for spinning their mouse too fast [2].
               | 
               | [0]: https://www.reddit.com/r/GlobalOffensive/comments/5u
               | 2xly/eli...
               | 
               | [1]: https://www.youtube.com/watch?v=kTiP0zKF9bc
               | 
               | [2]: https://www.youtube.com/watch?v=JwU_ejDNC0s
        
               | cortesoft wrote:
               | The cheat could just be tuned to play at the level of the
               | best humans.
        
           | brettermeier wrote:
           | However, this only solves the cheat problem to a minimal
           | extent. There is a lot of important data that players should
           | not be directly aware of, but which is important for the
           | game. For example, it is important for calculating sounds to
           | know where enemies are nearby, even though you cannot see
           | them, which makes wall hacks possible, etc.
        
             | soloridindan wrote:
             | Sounds are core to shooters and very much within the
             | expected abilities of the players to hear them. If
             | anything, I'd incorporate this kind of indicator in the
             | game itself, allowing for deaf people to "hear" footsteps
             | as well
        
               | bakugo wrote:
               | > I'd incorporate this kind of indicator in the game
               | itself, allowing for deaf people to "hear" footsteps as
               | well
               | 
               | That's just discount wallhacks. Fortnite has it and
               | you're basically forced to use it even if you have no
               | hearing issues, because it provides a massive advantage.
        
           | vkou wrote:
           | 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 cheats in a first-person
           | shooter that just snap your aim to the nearest enemy's head.
           | This involves _zero_ violation of the game 's logic, and also
           | makes the game completely unplayable for everyone in a lobby.
        
             | soloridindan wrote:
             | 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 here" if you want to make it even harder for a cheat
             | to pinpoint a sound
        
               | ChocolateGod wrote:
               | > The server also doesen't need to tell you they are
               | behind it if they're sneaking
               | 
               | This requires the server to calculate line of sight
               | checks for every player, which is costly, requires
               | loading the entire geometry into the server and would be
               | horribly prone to latency. Then you're looking at
               | potential performance problems on the client due to only
               | knowing about a player the second its in view and having
               | to stream the assets to the GPU, which if don't happen in
               | time for the frame you'll experience as hitching.
               | 
               | > You already know where an enemy is if you hear them
               | behind the wall
               | 
               | Yes but this requires using your brain rather than just
               | seeing them straight up through a wall.
        
               | Ukv wrote:
               | I don't think those performance concerns are really much
               | of an issue with any sensible implementation. You'd do
               | line of sight checks against simplified geometry first to
               | handle the vast majority of cases, and you'd load
               | character models/textures in advance (game/match startup)
               | rather than only when they first appear on screen.
               | 
               | One non-trivial part seems to me that if you walk around
               | a corner you don't want to wait 50ms (your ping) for the
               | server to send enemy locations you can now see. Ideally
               | every tick the server would be sending all enemies that
               | you could potentially see before the next tick depending
               | on what your movement packets that it hasn't yet received
               | turn out to be. Wouldn't entirely eliminate advantage
               | from cheating (e.g: a cheater walking around a corner
               | could still see enemies up to a tick/~15ms in advance)
               | but would hopefully make this form of cheating
               | significantly less worthwhile.
        
               | ChocolateGod wrote:
               | You have to do line of sight checks based on the players
               | entire FOV, which requires the server to know this in
               | realtime with little latency.
               | 
               | This is unworkable for fast paced games.
        
               | maccard wrote:
               | This is unworkable for even slow paced games.
        
               | Hikikomori wrote:
               | Cs2 and Valorant does this, but start sending positions
               | around corners before they're visible.
        
               | vablings wrote:
               | CS2 does not do Vischeck culling anymore. It was ditched
               | with the move to source 2. All players are globally
               | visible to everyone
        
               | ChocolateGod wrote:
               | Basic distance checking is doable, but any kind of
               | "they're ducking behind a 2 feet wall in front of me" is
               | going to be horrible to detect server side.
        
               | vkou wrote:
               | > You already know where an enemy is if you hear them
               | behind the wall,
               | 
               | 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.
        
               | __alexs wrote:
               | I feel like you've only played 1 genre of video game or
               | something.
        
           | Thaxll wrote:
           | This is not how it works, most games that take cheating
           | seriously already have a gameserver where most of the
           | gameplay logic happen.
           | 
           | Doing everything server side does prevent cheating.
        
             | maccard wrote:
             | Eventually you have to send data to the client and they
             | have to send you back what they did. Assuming you're
             | running a game server with 240hz updates, on a 120hz
             | monitor with no buffering, on a low latency connection in
             | the same location to your data center, the absolute bare
             | minimum amount of latency you can plan for is about 15ms
             | from server to on screen, and back again) - 8 ms each way,
             | 4ms for the server tick, and 5ms each way for networking.
             | Now move 100 km from the server, or add in double
             | buffering, and you're closer to 50-60ms. That means at any
             | given time you know there's a deviance of between 0 and
             | 50ms between your state and the clients - and a client can
             | and will exploit that.
        
             | bangaladore wrote:
             | > Doing everything server side does prevent cheating.
             | 
             | No. Server side only protects against some types of cheats,
             | such as telling the server that your bullet in an FPS is
             | actually a grenade.
             | 
             | It cannot prevent snapping your aim to a target on screen.
        
         | 63stack wrote:
         | There is no way to make anticheat that can't be bypassed,
         | regardless of OS. All of the anticheat games today have
         | cheaters.
        
           | mrob wrote:
           | Correct. E.g. you can aimbot by routing the video signal to a
           | capture card on a separate computer and run image recognition
           | software to generate mouse movements spoofed at the hardware
           | level. The only way to reliably prevent cheating is with in-
           | person tournaments played on hardware provided by the
           | organizers.
        
             | tgv wrote:
             | As someone said about the lack of a Switch anti-cheat: it's
             | a numbers game. If cheating is as easy as downloading a
             | .exe for a few $$$, you're going to find cheaters
             | everywhere. If it requires a complex, and/or fairly
             | expensive setup, the number is going to be very low.
             | 
             | That's assuming there's no money in being a cheater.
        
           | calgoo wrote:
           | The best way is to just make private servers, so people can
           | play with their friends and not have to worry about random
           | players. This also solves the issue of people using....
           | language thats not acceptable in games.
        
           | 360MustangScope wrote:
           | It doesn't have to be 100%. The point is to make it
           | inconvenient. The _majority_ of people will not do it if it
           | is inconvenient.
           | 
           | Thats the point to many things in life that you just make it
           | more difficult and most people won't be bothered to attempt
           | to circumvent whatever it is.
           | 
           | There will still be circumventers but it is will be less than
           | if you just said fuck it.
        
             | zeta0134 wrote:
             | Sure. That also means it doesn't have to be kernel-level
             | rootkits that fundamentally break the security model of my
             | operating system and risk my bank account. Most people will
             | be stopped by userland anticheat, right? It's inconvenient.
             | So ... put it *there.*
             | 
             | And if someone does the kernel bypass thing, well, rely on
             | server-side heuristics (which are imperfect, but also
             | unknowable to the attacker) and you'll discourage enough of
             | that with account bans.
             | 
             | Helpfully eSports players tend to have video captures of
             | their gameplay, and most of these "undetectable" cheats are
             | _real obvious_ if you actually watch the footage. That
             | catches most of the serious stuff at the upper level. It 's
             | why video verification has been a thing in the speedrunning
             | scene for such a long time.
        
               | trinix912 wrote:
               | The problem with userland stuff is that it's trivial to
               | download and doubleclick an EXE (that acts as a fake
               | anticheat or whatever).
               | 
               | Anyone can do that, but not anyone can simply "patch the
               | kernel" and such.
        
               | maccard wrote:
               | > Anyone can do that, but not anyone can simply "patch
               | the kernel" and such.
               | 
               | Sure they can - download this pre-patched ISO and boot it
               | in QEMU. Now you have a modified kernel, _and_ you're not
               | running dodgy spyware on your PC.
        
               | alex7734 wrote:
               | > Helpfully eSports players tend to have video captures
               | of their gameplay, and most of these "undetectable"
               | cheats are real obvious if you actually watch the
               | footage. That catches most of the serious stuff at the
               | upper level. It's why video verification has been a thing
               | in the speedrunning scene for such a long time.
               | 
               | There's a subreddit called /r/vacsucks which is full of
               | pro players blatantly cheating and getting away with it
               | while the rest of the idiots think they're just good
               | players.
               | 
               | Or, depending on your point of view, full of idiots
               | flagging any player better than they are as cheating.
               | 
               | Aimbots can be "humanized" enough that any such
               | determination becomes subjective.
        
             | 63stack wrote:
             | Sure, and my point is that making it inconvenient for other
             | people to cheat is a way too low bar for us to accept
             | rootkits on our systems.
        
         | RobotToaster wrote:
         | Linux is resistant to rootkits, which is what these things are,
         | and allows you to remove them, yes.
         | 
         | 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.
        
           | lan321 wrote:
           | IMO the real solution is back in community servers and
           | votekicking.. It works on old games with no anticheat
           | measures..
           | 
           | Maybe add some blatant detection for people teleporting and
           | doing other absolutely impossible things serverside, but I
           | don't understand why my team has to ruin their 'reputation'
           | teamkilling a cheater so he doesn't ruin the game completely
           | in most current games when the anticheat only catches free,
           | old cheats. Just let people votekick and find someone else in
           | the matchmaking queue who's willing to join halfway through..
           | Once votekicked enough times you can escalate to the AI
           | (always indians) for automated (manual) review.
           | 
           | Also, you don't even have to ban cheaters. Just isolate them
           | to play with each other. Some might find it fun and keep away
           | from the normal players.
           | 
           | Edit: The 'issue' with community server manual review and
           | votekick is you can be kicked for being cracked or garbage at
           | the game legitimately, but TBH at this point you're ruining
           | the fun of everyone else, so you should probably get in
           | another server/match.. Also that premades can have majority,
           | but that's easily solved by reducing their vote weight.
        
             | Hikikomori wrote:
             | I mean not really, as someone that had been votekicked from
             | many games. Servers with admins does solve this, but has
             | it's drawbacks. But you also cannot have the matchmaking
             | type of game that are popular today.
             | 
             | Back in MW2 if you were the host you could kick players
             | from your game using a cli tool that adjusted firewall
             | rules.
        
               | lan321 wrote:
               | For lobbied ones votekick is great as long as you remove
               | majority vote from premades. So in a 5v5, a 3 man premade
               | isn't able to kick any of the 2 randoms alone.
               | 
               | I remember the misuse of it but it was better than having
               | your only option be teamkilling, which is now punished in
               | all games via reputation systems.
               | 
               | The only thing I don't see this as a solution for are
               | games like Planetside, with massive lobbies. I know they
               | used to have automated detection and manual review by
               | admins teleporting and flying around, usually invisible
               | to sus players. Once we found a bug and got inside the
               | map able to shoot through the ground and in like 15
               | minutes an admin came, asked us how we got in there and
               | to get out nicely, before he gets us out forcefully :D
        
           | SkiFire13 wrote:
           | CSGO has actual humans watch replays to determine whether
           | people were cheating, it's called overwatch. As can be seen,
           | it doesn't actually stop cheating, at most it ensures that
           | blatant ones are banned after the fact already happened.
        
             | Arainach wrote:
             | You'll never see cheats banned in real time - that provides
             | an enormous amount of data to cheat developers to allow
             | them to quickly learn to evade your detection. Bans after
             | the fact in large batches are the only sustainable way to
             | go.
        
               | jamesnorden wrote:
               | You see cheaters banned in real time in Valorant, and the
               | match is canceled, at least you used to.
        
             | vablings wrote:
             | CS2 Does not have overwatch anymore. VAC Live is completely
             | AI and its a known fact that valve have a few buttons and
             | sliders to play with to go through ban/boom cycles for
             | cheaters to maximize impact
        
         | theshrike79 wrote:
         | Server-authoritative games. Basically the client does stuff,
         | gives the list of moves to the server along with a checksum/end
         | result. Then the server runs the same commands on the same
         | starting state and checks if it got the same result.
         | 
         | If a==b, then everything moves on as normal. If not, the client
         | gets a synchronisation error and has to rewind back to the last
         | known good state.
         | 
         | Completely unfeasible for anything real-time pretty much.
        
           | 0xC0ncord wrote:
           | Having done modding for some older shooter games built on the
           | server-authoritative model, it's still possible to create a
           | "pingless" experience, but it requires more calculations and
           | compromises on client/server trust to make it work. For
           | shooters specifically, you want the client to provide instant
           | feedback when the gun fires, and ideally when they hit an
           | enemy. You can achieve this by telling the server "I was at
           | position A and shot my gun at position B and hit enemy Bob."
           | The server will validate all of this before informing the
           | client who fired and the client for "Bob" that Bob was
           | killed. The compromise here is that the server must trust
           | that the client isn't sending forged data, or the server must
           | do additional computations to validate it.
        
             | PetitPrince wrote:
             | An elaborated version of this idea is called "rollback"
             | where you let the local client predict and execute the game
             | state at time t+1 and will "roll back" the state of the
             | game if it received another game state than the one
             | predicted. Extremely popular and state of the art for 2D
             | fighting games (most of the time the prediction is correct
             | and it greatly reduce the perceived lag) , but probably
             | harder a bit harder to do with 3D games.
        
         | JustFinishedBSG wrote:
         | There's just no way to stop cheating client side despite what
         | devs love to think. But server side anti cheat is much harder
         | and requires more work; it's much simpler to just install
         | spyware / rootkits on the client and call it a day.
        
           | 360MustangScope wrote:
           | You can't prevent wall hacks with only server side anti
           | cheat. The client needs that data locally before the enemy is
           | rendered on screen.
           | 
           | As mentioned in another comment, you can't do this on the
           | server without expensive checks for every single player that
           | is always checking line of sight, because it's not just your
           | session running on a single server but multiple sessions.
           | 
           | And let's say you did this, now you have a latency problem
           | because most modern games to make them feel fluid has client
           | side prediction with server reconciliation. This is what
           | makes your modern games feel more responsive, if you put a
           | constant server check there you have lost this.
           | 
           | No matter what people say online, it isn't just move all of
           | it to the server, there is data the client needs to know and
           | can't be spoonfed by the server.
        
           | data-ottawa wrote:
           | I think it's an organization accountability issue.
           | 
           | Why would a company pay for anti cheat infrastructure when
           | they can outsource it to some company and blame them if there
           | are cheaters or upset users? Windows is the status quo too,
           | so it's very easy to point to everyone else when justifying
           | your choice to the execs.
           | 
           | It would be great if steam deck+box start costing studios
           | quantifiable amounts of money that can be used to justify
           | fixing this instead of outsourcing and hand waving.
        
         | CuriouslyC wrote:
         | You can run a VM using trusted computing extensions for the
         | game. If the VM encrypts traffic, that stops network level
         | cheats. You can still fake inputs/outputs to the machine if you
         | put the work in, but then you can also use a vision model and
         | faked input with actual consoles, so that hole is never going
         | to get patched.
        
         | mcv wrote:
         | Reliable anticheat is serverside. Clientside anticheat sounds
         | like a fool's errand to me. You need to control the client, so
         | that means the user cannot be in control of their own computer,
         | which is contrary to the idea of Linux.
        
           | kimos wrote:
           | It works on Windows by essentially rooting the machine. MS
           | holds control of a bunch of stuff because they hold the
           | signing keys. It's fundamentally incompatible with open
           | source.
        
             | tete wrote:
             | And it still doesn't prevent cheating.
        
               | SirMaster wrote:
               | No, but it seems to vastly reduce it. Compare VAC2 to
               | FACEIT on CS2 for example.
        
               | vablings wrote:
               | Comparing VAC2 (released in 2005) to FACEIT in 2025 is
               | pretty dumb. There are still absolutely cheaters running
               | rampant on FACEIT and FPL.
               | 
               | The real solution is to limit information sent to the
               | client, make it harder for cheaters to have reliable
               | solutions to get access to critical game information. ARC
               | Raiders has Theia anti tamper (very poor performance) but
               | right now the number of cheaters is minimal because the
               | select few who are smart enough to break the anti-tamper
               | are keeping quiet. See other examples; The Finals, Roblox
               | (Byfron) and Overwatch
               | 
               | https://codedefender.io/sigbreaker/
        
             | embedding-shape wrote:
             | > It's fundamentally incompatible with open source
             | 
             | Yeah, I mean why would they open source their anti-cheats,
             | would defeat the purpose, wouldn't it?
             | 
             | Not sure why you bring up OSS here, it isn't relevant in
             | the least, plenty of non-OSS runs on Linux even though
             | Linux and more is OSS.
        
               | trinix912 wrote:
               | Because with Windows, MS can put a list of trusted
               | rootkit anticheats in the kernel and that cannot be
               | changed (without having the source or breaking signatures
               | when hex editing etc).
               | 
               | If Linux did the same, anyone could recompile the kernel
               | with their fake anticheat's signature. The fake anticheat
               | would then present itself as real to the game. One could
               | go as far as to rewrite the relevant syscall to falsely
               | indicate to the game that the legitimate version is
               | running.
        
               | Mindwipe wrote:
               | The OEM could control it in hardware and a secure part of
               | the chipset could validate the OS integrity and sign the
               | relevant key (which is what Apple does with SIP on a
               | managed MacOS installation).
        
           | tete wrote:
           | Yes and no. I agree the only thing that can be reliable is
           | server side.
           | 
           | However that means that anything based on reaction times and
           | such is impossible to protect against (under reasonable
           | conditions). At the end of the day you can always have a
           | robot sitting at your desk. But there is steps to that. You
           | can have something that highlights enemies, etc., you can
           | have something that controls keyboard and mouse (maybe inside
           | a VM, so you don't need hardware) and so on. You can reverse
           | engineer packet encryption in a debugger (in most situations)
           | and have something on the network messing with stuff and so
           | on.
           | 
           | So in that regard, yes you can prevent everything you can
           | prevent on the server, but you cannot prevent every sort of
           | cheating on the server.
           | 
           | Everything that has rounds basically can be prevented (other
           | than again a bot playing).
           | 
           | Everything that is complex to automate is better, but might
           | just make cheating more "worthwhile".
           | 
           | The other thing you can do on the server is "dumb cheat"
           | detection. Eg. the odds of someone being consistently as good
           | at a game and such. Statistics like that is widespread and
           | doesn't need any change on the client.
        
         | tete wrote:
         | You are looking completely wrong at this. There is no anti-
         | cheat that cannot be bypassed. Period.
         | 
         | You can always run things in a VM, you can always replace your
         | keyboard and mouse with a different device, you can always have
         | your a camera instead of human eyes and have something that
         | recognizes enemies.
         | 
         | Even cheat detection in the real physical world (sports, chess,
         | etc.) is not a completely solved topic.
         | 
         | You can connect computers to other computers so other computers
         | will always be able to control them.
         | 
         | The idea that any (currently realistic) cheat prevention is
         | unbypassable is silly.
        
           | embedding-shape wrote:
           | > The idea that any (currently realistic) cheat prevention is
           | unbypassable is silly.
           | 
           | The idea that anti-cheats don't make sense because they don't
           | catch 100% of the cheaters is what's silly, who believes
           | that? Not even the people writing these anti-cheats believe
           | catching 100% of them are possible, why are you under the
           | assumption that others think that's possible?
           | 
           | If it removes 80% of the cheaters from the game, the
           | experience goes from "Holy shit lets leave" to "Ok,
           | bothersome, but fine", this is what they're reaching for, not
           | some fantasy utopia that you seem to be under the impression
           | is the target.
        
             | saghm wrote:
             | I don't think the comment you're responding to is trying to
             | claim that. They're responding to the parent comment asking
             | if there's any way to actually make a Linux anti-cheat
             | method that isn't bypassable and pointing out that this
             | framing isn't really useful because there's no way to make
             | one on _any_ platform that 's actually impossible to
             | bypass. Their point isn't about whether it's useful or not
             | to have imperfect anti-cheat but that there's nothing
             | fundamental about Linux that changes the fact that the
             | anti-cheat is going to be imperfect anywhere.
        
             | krzyk wrote:
             | > the experience goes from "Holy shit lets leave" to "Ok,
             | bothersome, but fine",
             | 
             | This is making those rootkit anitcheat mechanism work. If
             | people will leave, cheaters will play only with cheaters -
             | problem solved.
        
               | embedding-shape wrote:
               | > If people will leave, cheaters will play only with
               | cheaters - problem solved.
               | 
               | Yeah, but it's a bit like the ultimately solution to
               | climate warming; getting rid of all humans on the planet.
               | Fine, it solves the problem, but who is staying to enjoy
               | the solution?
        
         | Q6T46nT668w6i3m wrote:
         | Yeah. It's an erosion of rights that doesn't solve the problem.
         | You only need one cheater to make a game feel bad and DMA
         | devices or pixel tracking can't be stopped with these anti-
         | cheats.
        
         | theknarf wrote:
         | I mean kernel level anti-cheat doesn't really work on Windows
         | either, its just security theater.
        
           | surajrmal wrote:
           | Based on what data do you draw that conclusion? The fact that
           | cheaters can still exist isn't an indictment that it doesn't
           | ever work. Have you ab tested a game with an without anti
           | cheat?
        
       | droolboy wrote:
       | The only game I miss when I moved to Linux was League of Legends.
       | Everything else pretty much works. I get that it's not worth it
       | for them to deal with more potential cheating, but it's a bummer.
        
         | asmor wrote:
         | The worst thing about League was that Riot added it
         | retroactively after years of effort to patch Wine to work with
         | League's weird quirky code. It was the only game that I always
         | remember having a custom Wine build in Lutris even as far back
         | as the early 2010s.
         | 
         | It also would be completely unnecessary if they fixed their
         | servers.
        
         | asdff wrote:
         | I'm playing through wine (kegworks) on OSX but its no fairytale
         | over here. TF2 over wine literally performs worse than native
         | TF2 on my old dual core 2012 mbp. I'm having to use low
         | resolution configs again. CS2 works OK but there are severe
         | lagspikes that ultimately ruin the gunplay (a little more
         | tolerable when it happens in tf2 but its there too). About the
         | only game that works well in this setup for me is Mount and
         | Blade: Warband. But I mean its a 2010 game... I can't even play
         | bannerlord because of anticheat. Can't play chivalry 2 because
         | anticheat. Can't play cities skylines 2. Most games that do
         | work seem to struggle to get 40fps even on m max series
         | macbooks. I'm not sure where the incompatibility is but its got
         | to be in the software layer software given the specs on those
         | max macbooks.
         | 
         | I just wish someone actually cared about this stuff at Apple.
         | GPTK is not that useful. Rosetta 2 has some serious performance
         | throttling going on somewhere in it (why is native macos cities
         | skyline fps locked at 40fps...). Former mainstay native macos
         | game devs from 10-15 years ago have zero interest publishing
         | for the platform today, valve included.
        
       | wiz21c wrote:
       | It'd be nice to have the publisher of the games...
        
       | givemeethekeys wrote:
       | Between Windows being so unbearably bloated and no way to make
       | anti-cheat really work on Linux, it looks like the consoles win!
        
         | asmor wrote:
         | Or you could miss out on like... 5 games. Competitive games on
         | a controller would be a much larger trade off than dual booting
         | to me.
        
           | donatj wrote:
           | On Xbox at least Keyboard / Mouse support is decent. I played
           | Fortnite and Minecraft this way for a while.
           | 
           | Personal preference, but I'd far rather have a separate
           | device dedicated to gaming than my kernel hacked by anti
           | cheat.
           | 
           | https://www.purexbox.com/guides/all-xbox-games-with-mouse-
           | an...
        
         | doener wrote:
         | No modding and higher prices of games on consoles though.
        
         | komali2 wrote:
         | 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 everywhere
         | as far as I know. Anyway tldr go check out emudeck's GitHub
         | repo to see a good list of emulators for basically every
         | platform.
        
           | simoncion wrote:
           | > I'm not sure why the person who replied to me asking about
           | emulators was nuked...
           | 
           | Wow. They're so nuked, I can't even vouch for them. "Good" to
           | know that's possible on HN, I guess.
        
       | drnick1 wrote:
       | I used to dual boot, but I that there are so many games on Linux,
       | I just don't buy or play incompatible games. So EA lost a BF6
       | sale for being assholes.
        
         | teroshan wrote:
         | Same situation here. If it were last year, I may have caved.
         | But at this point I don't want to bother with dual booting and
         | losing my Linux context as I do so.
         | 
         | Instead I'm playing ARC Raiders which works perfectly on Linux
         | and I don't regret a thing.
        
       | __alexs wrote:
       | It's funny that game makers make a fuss about anti-cheat not
       | working on Linux but then publish Switch versions of their games.
       | That platform has almost zero security and is commonly emulated
       | with cheats even in multiplayer these days.
        
         | j-bos wrote:
         | This. Even kernel level anti-c-spyware can't stop a cheap
         | vision model hokked to a mouse, see youtube for examples from
         | simple auto input up to full on elctromuscular stimulation.
        
           | embedding-shape wrote:
           | 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.
        
             | orbital-decay wrote:
             | Looking at the accessibility alternatives they suggest,
             | they were probably detecting XIM users, not the _much_
             | nastier PC stuff like DMA cards.
        
             | archerx wrote:
             | 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.
        
               | StrLght wrote:
               | Could you please share examples of ML-based cheats that
               | actually work?
        
               | archerx wrote:
               | This one is a good example;
               | https://m.youtube.com/watch?v=T4rrcw_oRVs
        
               | StrLght wrote:
               | Thanks, interesting! Looks like it works way better than
               | I expected.
        
           | archerx wrote:
           | Yes the channel "Basically homeless" has a few variations on
           | this. Using electrodes to move your muscles to more practical
           | a bot that moves your mouse pad for you to give you perfect
           | aim. No anti cheat can detect that because there is nothing
           | to detect.
        
         | tonyhart7 wrote:
         | what multiplayer (esports) game that can run on switch ????
         | 
         | fornite???? its not gonna be main playerbase
        
           | amarant wrote:
           | From the top of my head: Rocket league, Splatoon.
           | 
           | I'm sure there are others, but those are the 2 I play
        
             | prmoustache wrote:
             | mario karts
        
               | lawn wrote:
               | Super Smash Bros.
        
             | bsimpson wrote:
             | Splatoon is a Nintendo game.
        
           | Q6T46nT668w6i3m wrote:
           | Madden and NBA2K
        
         | Levitz wrote:
         | It's a numbers issue. How often do people encounter cheaters
         | while playing Switch games online?
        
           | __alexs wrote:
           | Often because of cross play.
        
           | hollandheese wrote:
           | Try playing Pokemon Legends Z-A multiplayer.
        
         | Almondsetat wrote:
         | The thing is: the Switch has a clear ToS, and if the user
         | breaks it they can get into trouble. OTOH, if you release your
         | game in Linux... that's it
        
           | riddley wrote:
           | The games have ToS though right?
        
             | Almondsetat wrote:
             | The Switch is a closed proprietary platform, so Nintendo
             | can give some guarantees, and if the user does something at
             | the Switch level, the responsibility of legal action will
             | be on Nintendo, saving up headaches to the publisher.
        
               | dotancohen wrote:
               | Beaches of a Terms of Service agreement have no inherent
               | legal penalties.
               | 
               | Some actions which breach ToS may be illegal, but that
               | has nothing to do with them being outlined in a ToS.
        
           | lawn wrote:
           | Bad excuse, they could rely on Steam ToS for example.
        
             | surajrmal wrote:
             | Creating a steam account is cheap. Needing to buy a new
             | switch is not.
        
         | bakugo wrote:
         | > is commonly emulated with cheats even in multiplayer
         | 
         | There is no Switch emulator that can play online on official
         | servers.
         | 
         | The only way you can cheat online is by hacking a real console,
         | but the percentage of people who do it is quite small.
        
           | __alexs wrote:
           | AIUI you can do it, but you risk the Switch you got the data
           | from being banned.
        
         | hiccuphippo wrote:
         | If people cheat in the switch, they can blame Nintendo. If
         | people cheat in PC, they can blame the anticheat. Without
         | anticheat, they have to take the blame.
        
           | archerx wrote:
           | I still blame the devs of the games.
        
         | shmerl wrote:
         | Client side anti cheats is a lazy excuse why they don't want to
         | spend on server side anti cheats anyway.
        
           | SirMaster wrote:
           | How do you stop a client-side wallhack with server side anti-
           | cheat?
        
             | LanceH wrote:
             | run your own servers, an admin watches them track people
             | behind walls, player gets banned, move on. Oh, they took
             | away player run servers...
        
               | iknowstuff wrote:
               | Not scalable
        
             | nevon wrote:
             | Don't send the client information about players they should
             | not be able to see based on their current position.
        
               | xeonmc wrote:
               | And under such system, how do you stop people from
               | abusing latency-compensation to make their character
               | appear out of thin air on the opponent's perspective by
               | fake-juking a corner to trick the netcode into not
               | sending the initial trajectory of your peeks?
        
               | vablings wrote:
               | Fortnite had this same issue when BR was first released.
               | It was promptly fixed after cheaters started abusing it
               | by adding more stringent checks.
        
               | maccard wrote:
               | Fortnite has a fairly invasive root kit level anti cheat
               | too, don't forget.
        
               | vablings wrote:
               | The invasive kernel root kit came months after they fixed
               | the netcode abuses.
        
             | shmerl wrote:
             | Improve your server AI to catch weird behavior. Client side
             | approach with this malware idea is simply unacceptable.
        
         | Mindwipe wrote:
         | The Switch has good security as long as you can check the OS
         | version robustly.
         | 
         | Any Switch game using an anti-cheat solution that can't
         | trivially detect that it's being emulated is... not using a
         | very good anti-cheat solution.
        
       | sylware wrote:
       | kernel anti-cheat are notoriously inefficient and are weaponized
       | by hackers.
        
         | tete wrote:
         | In still doesn't prevent a wide array of cheating.
        
           | sylware wrote:
           | It is more a anti-(non-steamOS)-linux than anything else.
        
         | super256 wrote:
         | Are they? Cheats for games like Fortnite, CS (Faceit), Rust,
         | LoL have become very expensive (100 USD per month are not
         | unheard of) or require you to purchase special hardware.
         | 
         | And I have yet to come across an anti cheat driver of the big
         | publishers (EAC, Faceit, Javelin, Vanguard) being exploited and
         | allow access to r/w kernel memory. It is more likely that the
         | driver of some hardware is being exploited for, rather than
         | anti cheat drivers.
         | 
         | Personally, I only remember the ac driver of Capcom ever being
         | exploited. Compare this to the dozen hardware/av drivers which
         | were exploitable, like the Intel LAN utility driver, ASUS
         | IOMap64, MSI NTIOLIB or that one Razer driver. Oh, and CPU-Z
         | and the Avast Hypervisor driver were exploitable too and
         | allowed r/w on kernel memory. These drivers are way more likely
         | to be weaponized than ac drivers.
        
           | vablings wrote:
           | The thousands of RGB drivers from the various manufacturers
           | that are just copy+paste jobs on RWEverything is actually
           | disgusting and Microsoft letting that just happen is a
           | serious problem. Ah yes you added AES to your IOCTL very
           | secure! I'd say the only reason that these drivers haven't
           | been exploited is because of the insane bug bounties in
           | place. There are also other big issues in games, see the
           | whole hack with Apex Legends lmao
        
       | phoronixrly wrote:
       | Thank you, I prefer my Linux without rootkits.
        
       | Jhsto wrote:
       | 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.
        
         | silvanocerza wrote:
         | Dota 2 comes to mind, they have the commend system. If I
         | remember correctly they added something like this to CS: GO
         | too.
        
           | super256 wrote:
           | Pretty sure the commendation system in CS is just for looks,
           | as it can be easily gamed.
        
         | Insanity wrote:
         | Yes to some extent, I believe "The Finals" asked to rate how
         | each match went in earlier seasons. But that stopped now that
         | the game is more mature and feeling well balanced.
         | 
         | Cod MW2019 would occasionally ask, but once every X game IIRC.
        
         | kreco wrote:
         | The idea of someone rating me, or rating someone else makes me
         | anxious.
         | 
         | I'm not sure it would be better than just reporting people with
         | undesired behavior.
        
           | Insanity wrote:
           | I think it's more anonymized like "did you enjoy the game
           | with this team (1-5)"
        
           | gilrain wrote:
           | > The idea of someone rating me, or rating someone else makes
           | me anxious.
           | 
           | But not enough to avoid, as you're here.
        
         | Rucadi wrote:
         | Smite used to do that, but long time since I played it.
        
         | GCUMstlyHarmls wrote:
         | 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" button, but you could thumbs up players in the post-
         | match podium as well as endorse them which may have soft-
         | factored into matching you with them again.
         | 
         | \1 I think it was called this. It was a general "bad attitude"
         | marker, not a "bad team mate" or "bad opponent" marker.
        
           | NekkoDroid wrote:
           | Overwatch (1 and 2) had/have an avoid system, but it only
           | avoids as teammate. Overwatch 1 use to at the very beginning
           | have a system to avoid a player as a whole and they wouldn't
           | be matched in your game at all, but that was remove really
           | early on, as it is easily abusable against good player (I
           | don't want them on the enemy team, they are too good so just
           | get rid of them entirely) and there was a report system
           | anyway for other kinda bad stuff.
           | 
           | Then there is just the endorsement system, which is just a
           | level from 1-5 and you can endorse people you liked playing
           | with. It doesn't really do much in matchmaking but you can't
           | do certain things if you are below a certain level (I forgot
           | what all it was but you can't make (public?) custom games if
           | you are too low and I think text and voice chat could also
           | get disabled if you are too low).
        
           | pynappo wrote:
           | Overwatch 2 has a simplified endorsement system. It's just an
           | optional thumbs up instead of endorsement for 1 of 3 reasons
           | (roughly something like sportsmanship, good teammate, or good
           | leader).
           | 
           | The avoid system is now more flexible. You have 3 pin slots
           | for people you never really want to see on your team again,
           | plus 12(?) regular avoid slots to avoid people for a week at
           | a time like usual. In situations where too many avoid
           | conflicts occur and the matchmaker struggles to create a
           | match (e.g. high ELO), it will start to ignore people's avoid
           | slots in order of (last regular avoid > first regular avoid >
           | pin slots), i think.
        
           | blibble wrote:
           | Overwatch did have a "prefer this player" option, but not for
           | very long
        
         | asdff wrote:
         | Not quite like that but plenty of games used to have vote kick
         | mechanisms.
        
       | tete wrote:
       | Well, that's just silly. Hook up a Raspberry Pi as your keyboard,
       | mouse input and video output and all the anti-cheat fails. Same
       | (largely) for VMs, same for many emulators.
       | 
       | And if nothing works you can always build a robot pushing mouse,
       | buttons, etc.
       | 
       | Of course you can raise the bar, but if anything has been shown
       | it's that cheating is not something that anyone has been able to
       | prevent yet.
       | 
       | In many situations you can also interfere on the packet level. Of
       | course maybe you need to extract some key, but in many situations
       | that's not exactly hard. And then you can hook something into
       | network.
        
         | kimos wrote:
         | The cheating isn't just about input speed or accuracy though.
         | It's about seeing around corners or having knowledge about
         | other things in the game that you can't see on the screen.
        
         | short_sells_poo wrote:
         | They already do this. Including peripherals which appear as an
         | actual mouse, but they are there only so that cheat software
         | can take control of the input without modifying the game
         | memory. There are cheats which run on a separate machine and
         | access the game memory via a dedicated DMA card (which itself
         | presents itself as an innocent piece of hardware). Note, this
         | can still be detected either via detecting the DMA card itself,
         | or eventually these shenanigans will be killed off by IOMMU.
         | 
         | Unfortunately, there are also plenty of offerings which do not
         | touch the game memory or process at all, and work purely based
         | on image recognition and these days they actually use AI that
         | is trained on specific games. I have no idea how they plan to
         | detect these. All the cheat needs is the video feed and the
         | ability to provide input via mouse and keyboard, and as you say
         | this is trivial to do in a way that is entirely undetectable.
        
       | 999900000999 wrote:
       | 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 don't need gaming that much.
       | 
       | And if I do I'll stream it with Gamepass or another cloud
       | service.
        
         | jmuguy wrote:
         | All I really do on my Windows system is play games, and because
         | of that I don't mind whatever draconian crap that's required to
         | keep cheaters in check. It sucks, but not sure of a better
         | solution.
        
         | i80and wrote:
         | I'm a pretty prolific gamer, but at the start of the year I
         | finally kicked Windows to the curb.
         | 
         | It's been _fine_. Surprisingly few games I 'm interested in to
         | begin with have anticheat that doesn't work on Linux, and it's
         | comforting to know games aren't allowed to just shove trash
         | into kernel space at will.
        
           | ecshafer wrote:
           | If you play older games, Linux ironically works better than
           | windows now for stability. The only game I have seen any
           | issues with (note I don't really play multiplayer much) is
           | the Harry Potter game, but proton eventually fixed that.
        
           | 999900000999 wrote:
           | The thing is I still need Windows for music production.
           | 
           | Linux will never compete here.
        
             | jszymborski wrote:
             | They said this about gaming too... all it takes is Valve-
             | esque sponsor
        
               | iknowstuff wrote:
               | It takes a stable ABI and a single target for apps. Don't
               | expect music production to ever show up for gnu/linux.
               | Maybe Android
        
               | amanaplanacanal wrote:
               | Bitwig is available for Linux, but I don't know what the
               | limitations are.
        
               | 999900000999 wrote:
               | A lot of VSTS aren't going to work even with tricks like
               | WINE.
               | 
               | They often have complicated auth systems, etc.
               | 
               | I don't really want to learn a new DAW.
        
               | officeplant wrote:
               | A lot of people give high praise to Yabridge, but I
               | myself haven't tried using it for my existing VST library
               | and just found alternative plugins that work with linux.
        
               | ronsor wrote:
               | > They often have complicated auth systems, etc.
               | 
               | The paranoia audio devs have with piracy is insane.
               | Ironically I think the worse your DRM is, the more your
               | product should be pirated :)
        
               | 999900000999 wrote:
               | It's often 20% DRM and 80% marketing.
               | 
               | Ohh cool, this plugin is "free". Looks like I have to
               | register for an account and install a bunch of unrelated
               | crap I really don't want.
               | 
               | The up selling never stops.
               | 
               | Then again. 30 years ago a lot of these trucks were
               | straight up impossible without spending tens of
               | thousands.
        
             | officeplant wrote:
             | The sad thing is linux, like MacOS, is often vastly
             | superior for audio routing and latency.
             | 
             | Personally I gave up all my audio productions tools that
             | don't support Linux, but since music/audio work is just a
             | hobby for me that's easier to do. I do miss my old DAWs
             | (Ableton/Reason), and I miss a lot of VST plugins.
             | 
             | Not everyone can just re-base their setup on linux (for me
             | Renoise & VCV Rack), but I can get plenty of joy out of a
             | complete lack of Windows, license management crapware,
             | invasive rootkit level DRM, etc.
             | 
             | Side benefit: it pushes me to get some more external
             | hardware, but I have to do investigations on how some
             | companies do firmware updates which often require
             | MacOS/Windows or Chrome Browser (fucking webmidi looking at
             | you Novation)
        
               | 999900000999 wrote:
               | I've tried switching to hardware sequencers multiple
               | times.
               | 
               | I just don't like it. I came of age making beats in
               | Fruity Loops. I'll gladly drop another 200$ or 300$ just
               | to make things easier.
               | 
               | I do have some dreams of making an open source sequencer
               | that runs directly off a raspberry pi. Something like a
               | fully open source MPC.
               | 
               | Some projects like this exist, but it's still more
               | difficult than I'd like.
               | 
               | Maybe one day in the distant future Apple will make
               | affordable laptops. A MacBook that takes a standard 2280
               | SSD would be amazing.
               | 
               | Never going to happen though. That's where the money is.
        
           | commakozzi wrote:
           | I dropped my Game Pass sub immediately after they upped the
           | sub price and unplugged my Xbox Series X. I have a Bazzite
           | machine, but I've had issues with the NVidia drivers and not
           | enough patience to deal with it. So i'm currently ONLY using
           | my Steam Deck OLED for gaming. When i want to play big AAA
           | games at my desk (SD in docked mode), i'll use GeForce Now
           | and all of it has been a wonderful experience, even the
           | online "competitive" FPS games like BF6. Much better than my
           | experience on either Windows or Xbox. I'll never go back...
           | and i'm impatiently waiting on my Steam Machine!
        
           | oxguy3 wrote:
           | Yep same; have had Linux on my laptop for a decade plus, but
           | finally switched my desktop over a few years ago, and I have
           | no regrets. The real magic is that I no longer feel the need
           | to do any research before buying a game; it usually just
           | works. Granted, I don't really play competitive multiplayer
           | games, so YMMV (but even that might be about to change if the
           | Steam Machine sells well enough).
        
         | gishh wrote:
         | Just get a ps5. I went through the same adventure.
        
           | Gracana wrote:
           | I did that for years and I recommend it as well. Pure linux
           | desktop + console for games is a nice combo and a good
           | separation of functions.
           | 
           | Of course... at this point I am back to having a PC with a
           | beastly GPU and I boot Windows for games and CAD. It is hard
           | to resist high framerate 4k gaming once it becomes a
           | possibility, so now I need to figure out the secure boot
           | problem for the occasional game that requires it.
        
           | limagnolia wrote:
           | A PS5 is an even more locked down system! There are vastly
           | more games, many I already own, that work on Linux.
        
             | bigstrat2003 wrote:
             | I don't personally have a problem with a system being
             | locked down in general. I have a problem with _my computer_
             | being locked down, or getting rootkits installed on it. So
             | for me at least, playing those games on console is a good
             | solution.
        
               | RestartKernel wrote:
               | That's the seperation of concerns that drives me to a
               | Switch alongside my computer. Though I'm by no means a
               | "serious" gamer by most people's standards.
        
           | em3rgent0rdr wrote:
           | I'd much rather invest one powerful machine that cand do work
           | and games instead of two that take up extra space and
           | generate more e-waste.
        
             | ReptileMan wrote:
             | I still play on my ps2 ... because consoles are linked
             | closely to the games of that generation I would guess that
             | they are tech that are on relative terms least discarded
        
         | Q6T46nT668w6i3m wrote:
         | I was in a similar situation and ended up buying a PS5. It
         | ended up being exactly what I wanted.
        
           | MrDrMcCoy wrote:
           | How's the mouse and keyboard story on PlayStation? The few
           | shooters I play would greatly hinder me if I were stuck on a
           | gamepad.
        
         | grayhatter wrote:
         | > I don't need gaming that much.
         | 
         | Counter point: gaming is fun, and indy games are worth
         | investing in. Voting with your wallet works better if you vote
         | for behavior that's not user hostile, rather than only
         | abstaining.
        
         | theoldgreybeard wrote:
         | Lots of games don't need invasive anti-cheat. You can just play
         | those. There are literally too many awesome games on the market
         | to ever be without something great to play.
        
           | moltopoco wrote:
           | Many people have one or more Discord groups where someone
           | will say "let's play Valorant tonight" and then everyone just
           | installs it. Linux is fantastic for local gaming on a
           | handheld or in the living room, not so much when your non-
           | Linux friends pick the game.
        
         | weberer wrote:
         | Just to be clear, the anti-cheat systems that support Linux run
         | at the user level and don't require secure boot. Those kernel-
         | level and secure boot restrictions only apply to a handful of
         | games, and they all explicitly block Linux users anyway. For
         | example, I've been playing Arc Raiders a lot recently in Linux,
         | and the user-level EAC works just fine.
        
           | theoldgreybeard wrote:
           | The user-level cheats are extremely bad. For example, Elden
           | Ring uses EZ Anti-Cheat and it works on linux and that game
           | is infested with PvP cheaters.
        
             | simoncion wrote:
             | > ...Elden Ring uses EZ Anti-Cheat and it works on linux
             | and that game is infested with PvP cheaters.
             | 
             | I would question how good Elden Ring's use of EAC actually
             | is.
             | 
             | Given that -at launch-
             | 
             | * Players who were using a Japanese locale couldn't play
             | the game unless they removed EAC
             | 
             | * Removing EAC _substantially_ reduced the amount of
             | _incredibly noticeable_ hitching and stuttering
             | 
             | my hunch is that EAC was hastily slapped on very, very late
             | in the process due to demands from some US-based PHB.
        
         | gordonfish wrote:
         | I honestly don't understand why any game is even checking if
         | secure boot is enabled.
         | 
         | If anything it's for the OS to care about that, not individual
         | programs. Afaik, secure boot doesn't (on it's own) prevent the
         | running of arbitrary software, so how is it actually preventing
         | cheating?
        
           | Mindwipe wrote:
           | It does mean that a signed OS image is running, so
           | demonstrates that the kernel was unaltered at start-up.
           | 
           | It also demonstrates further levels of driver signing
           | robustness.
        
             | krelian wrote:
             | I'm not really familiar with Secure Boot too much.
             | Researching suggests that users can add their own keys so
             | they are trusted by UEFI. Won't this resolve for linux
             | users that must have secure boot on?
        
         | bigstrat2003 wrote:
         | What irritates me is when games that don't even benefit from
         | anti-cheat require it. Helldivers 2, for example. My dudes,
         | it's a _co-op_ game. My teammates and I are all on the same
         | side! Moreover, the vast majority of people are gonna play with
         | their friends, not randoms. And if your friend is using a cheat
         | and it bothers you, you just ask him to stop. There 's no
         | reason for a game like Helldivers 2 to require anti-cheat at
         | all, let alone the rootkit variety. And yet...
        
           | kipchak wrote:
           | Helldivers might have more to do with preventing people from
           | easily farming super credits versus game integrity.
        
             | simoncion wrote:
             | Yep. I've seen quite a few free-to-play gacha games of the
             | "Dress up your pretty princess in cool clothes and do cute
             | activities in a relaxing, no-stress world." variety that
             | have _serious_ anticheat. There 's no leaderboard, no
             | multiplayer, it's totally singleplayer.
             | 
             | Why the serious anticheat? To try to prevent you from
             | cheating your way to possession of all the cool clothes for
             | your pretty princess.
        
           | isk517 wrote:
           | Elden Ring: Nightreign is also a co-op PvE game that has
           | anti-cheating in it. The most common way people cheat is by
           | fudging then items equipped to their character that slightly
           | alter their stats and abilities. Since the game is rouge-like
           | and all of your character information and equipment you can
           | assign before entering the game is handled locally then all
           | it takes is editing your save file which the game and server
           | have no way of (or makes no effort to) detect.
           | 
           | Also, after a brief period, all of the cheaters disappeared
           | because just repeatedly winning a PvE game get boring.
        
           | cortesoft wrote:
           | The best games with anti-cheat have an option to launch
           | without using it, but just restrict what game types you can
           | play. Playing with friends should be allowed without anti-
           | cheat.
        
           | troad wrote:
           | It's also bad with games that have been sucked into the live
           | service hell-vortex. I can't fire up a quick game of Madden
           | against the CPU because EA has turned Madden into a
           | multiplayer lootbox casino, so they chuck Linux-blocking
           | anti-cheat on the whole damn thing, single-player and all.
        
           | jadbox wrote:
           | What? Helldivers 2 works just fine on linux for me. Is this
           | just a windows thing?
        
             | simoncion wrote:
             | Not all anticheat fails to work in Wine/Proton.
             | 
             | The _super invasive_ kernel-mode variants (that is, the
             | sort that 's in Valorant) flat out fail, and surely always
             | will. It's my (perhaps mistaken) understanding that with
             | some others (like Easy Anti Cheat), it's a choice made by
             | the game dev as to whether running in Wine/Proton will be
             | permitted or not.
        
       | bflesch wrote:
       | As 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.
        
         | pmarreck wrote:
         | I remember trying to install Valorant for the first time, and
         | its ridiculously invasive anticheat kernel mod (or whatever
         | it's called) gave me my first blue (or was it red??) screen I'd
         | seen on Windows in years.
         | 
         | Immediately uninstalled it and haven't ever played Valorant to
         | this day. Fuck that crap, if your community is so toxic that
         | you need a rootkit to keep cheaters at bay, then maybe it's
         | more of a community problem than a technological one. And yes,
         | if this means that you have to block all of China in order to
         | do so, then that is _still a community problem_. Put your
         | rootkits on your Chinese servers, separate them out, and let
         | the cheaters fight amongst themselves.
        
           | xeonmc wrote:
           | Is it any coincidence that such state is from the same
           | company behind League of Legends?
        
           | philipallstar wrote:
           | > if your community is so toxic that
           | 
           | It's nothing to do with a toxic community.
        
         | surajrmal wrote:
         | Unpopular opinion, but we would be better off with a single
         | open trusted implementation of anti cheat (aka drm) which can
         | attest whatever requirements are desired by the game is met.
         | The only real problem is that it would likely be limited to
         | approved kernel images and someone would need to own that
         | validation and signing infrastructure, but you could imagine
         | having multiple trusted entities have this role.
        
           | bflesch wrote:
           | Kernel anticheat is not really effective because it can be
           | circumvented on the hardware level, for example using direct
           | memory access with a second computer and screen to show the
           | hidden game state.
           | 
           | Cheating is a meat space problem and there is no technical
           | solution to it. Thats why in tournaments there are referees
           | standing behind the players. Ultimately it comes down to
           | checking if metrics like reaction speed are humanly possible,
           | but a rootkit is not really needed for that.
        
             | maccard wrote:
             | > Cheating is a meat space problem and there is no
             | technical solution to it
             | 
             | Cheating is an arms race - the number of people who are
             | willing to run a second computer with DMA connected to a
             | single machine is _vastly_ smaller than the number of
             | people who are wiling to download a dodgy file from the
             | internet and run it.
             | 
             | > Ultimately it comes down to checking if metrics like
             | reaction speed are humanly possible, but a rootkit is not
             | really needed for that.
             | 
             | If it was that easy, cheating would be a solved problem. An
             | awful lot of play is "I know the reload time is 0.75s, so
             | they're going to appear when they've reloaded" - that's way
             | beyond human reaction time. And that's at "mid level" play
             | - at gold/sliver levels in league of legends knowing
             | cooldowns is considered base knowledge. At higher levels of
             | play, _all_ of your players are statistical outliers.
        
             | cortesoft wrote:
             | This is theoretically possible, but I don't think most
             | cheaters would have the equipment or skill to do this.
             | Cheating is only rampant in games where people can just buy
             | and download cheats... if it requires a lot of skill and
             | hardware, it won't be a big issue.
        
             | bangaladore wrote:
             | > Kernel anticheat is not really effective because it can
             | be circumvented on the hardware level, for example using
             | direct memory access with a second computer and screen to
             | show the hidden game state.
             | 
             | Incorrect. DMA (direct memory access) is and can be
             | prevented [1] and detected [2].
             | 
             | [1] https://www.faceit.com/en/news/faceit-rollout-of-tpm-
             | secure-...
             | 
             | [2] https://community.osr.com/t/detecting-pcie-dma-based-
             | cheatin...
        
           | von_lohengramm wrote:
           | Imagine wanting tivoization. Horrifying.
        
         | az09mugen wrote:
         | 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-foot-pole.
         | Local, self-hosted or in small community is the best.
         | 
         | [0] https://cronus.shop/
        
           | officeplant wrote:
           | >Local, self-hosted or in small community is the best.
           | 
           | It always makes me happy to fire up Quake via Darkplaces or
           | even ioQuake3 and still see servers up and people playing.
        
         | stephen_cagle wrote:
         | I'm curious, do they have to be? Would it be possible to boot
         | the program + the anti cheat into it's own VM or something? So
         | _they_ know I am running on trusted hardware, but _I_ know that
         | the aren 't reading my emails? Genuinely curious and don't know
         | the answer to this.
        
       | kamranjon wrote:
       | At this point - you would think that cheaters could be detected
       | on the server side by either training a model to flag abnormal
       | behavior or do some type of statistics on the movement patterns
       | over time - is a client-side anti-cheat really required?
        
         | pmarreck wrote:
         | I don't believe there's a foolproof way to do this.
         | 
         | It's basically the usual cat-and-mouse game of an arms race.
        
         | Lalabadie wrote:
         | That's because the 2025 definition of "anti-cheat" leans
         | heavily towards preventing players from enjoying client-side
         | content that's locked behind microtransactions (for example,
         | EA's new Skate game).
        
         | wavemode wrote:
         | Many forms of cheating revolve around modding the game locally
         | so that certain textures can be seen through walls, so you
         | always know where opponents are. So you aren't breaking any
         | laws of physics, you are just able to make much better tactical
         | decisions.
         | 
         | The obvious solution would be, just don't send data to the
         | player's client about enemies that are behind walls. But this
         | is a surprisingly hard thing to engineer in realtime games
         | without breaking the player experience (see:
         | https://technology.riotgames.com/news/demolishing-
         | wallhacks-..., and then notice that even in the final video
         | wallhacks are still possible, they're just more delayed).
        
           | Quimoniz wrote:
           | > So you aren't breaking any laws of physics, you are just
           | able to make much better tactical decisions.
           | 
           | With respect I'd like to disagree on this subtly. A lot of
           | games have the client send their cursor position at
           | relatively frequent updates/packages (i.e. sub-second). So
           | the server knows pretty precisely in which direction and to
           | which object a player is looking.
           | 
           | This in turn can be readily used upon when using wall-hacks,
           | as most players, who use wall-hacks tend to almost faithfully
           | follow objects behind walls with their cursor, which good
           | moderators can usually spot within a few seconds, when
           | reviewing such footage (source: I was involved in recognizing
           | Wall-Hacks in Minecraft, where players would replace
           | textures, to easily find and mine diamonds underground).
        
             | squigz wrote:
             | You very, _very_ quickly learn not to look like you use
             | wall-hacks.
        
               | vablings wrote:
               | The biggest heuristic is that you suddenly get much more
               | consistent. Valorant uses this to ramp up how intrusive
               | its kernel anticheat becomes and often forcing you to
               | turn on more intrusive features to continue playing the
               | game
        
         | brendoelfrendo wrote:
         | This is done, and generally doesn't work as well. Your model
         | will catch people using yesterday's cheats, but the cat-and-
         | mouse nature of cheating means that people will adapt. Funnily
         | enough, cheaters are also training models to play games so that
         | they can evade cheat detection. The kernel-level anticheats are
         | designed to prevent the game from running if they detect you
         | are running any software that interacts with the game. Much
         | simpler for the developer, and circumventing it usually
         | requires running your cheats on a second machine which a)
         | limits what you can do and b) has a higher barrier to entry.
        
         | lwansbrough wrote:
         | What you'll find is that a subset of players define a behaviour
         | and now you have to prove that that behaviour is cheating. For
         | most behaviours that could be cheating, it will overlap with
         | skilled players.
         | 
         | Examples would be pre-aiming corners and >99th percentile
         | reaction time.
         | 
         | You need a false positive rate well below 1%.
        
           | maccard wrote:
           | It's estimated that cod warzone has 45 million players - a
           | 0.1% false positive rate at that player count is 45000
           | people. That's a _lot_. It needs to be orders of magnitude
           | less than that.
        
         | rasz wrote:
         | oh but that would mean more computation on the server, cant
         | have that!
        
       | LanceH wrote:
       | Amongst 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% solve the
       | problem.
        
         | sofixa wrote:
         | > 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 near enough
         | capacity for both the server and the actual game running at the
         | same time); but it's a minuscule percentage.
        
           | afavour wrote:
           | I never ran a server back in the day but I still benefitted
           | from community run servers where decisions about banning were
           | done by volunteer admins. These days with centralized servers
           | it _has_ to be automated.
        
           | galbar wrote:
           | For a casual CS server the ratio could perfectly be 1:50 and
           | that'd be fine. That's how it used to be with, i.e.,
           | CS:Source.
           | 
           | Then, there are companies that ran a bunch of them, which
           | lowered the ratio even further.
           | 
           | IMO, it's more effective, cheaper and easier to mod smaller
           | forums (be it web communities or game server communities)
           | than to do for huge ones.
        
           | squigz wrote:
           | > 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...
        
             | keyringlight wrote:
             | Running/renting hardware and connectivity and
             | administrating a service and development are slightly
             | different.
        
               | squigz wrote:
               | It's not the 2000s anymore - you don't have to run/rent
               | "hardware" and worry about "connectivity" and whatnot.
               | For most games that offer dedicated servers, there are
               | services with easy to use panels with fancy colored
               | buttons and everything.
               | 
               | As another example: how about hosting a website?
        
           | rererereferred wrote:
           | There are games I play were one of the players' machines
           | becomes the server. In some it's transparent to them, you
           | just join their world or lobby, in others it's explicit and
           | you even have to input the host's IP to enter.
           | 
           | Standalone servers you need to run separately and care for
           | are much more rare.
        
           | hamdingers wrote:
           | This isn't a problem because any given server can support
           | hundreds or thousands of weekly players, so only 0.1% of your
           | playerbase needs to run a server.
           | 
           | We had this, it worked, for years. I'm baffled by all the
           | posters saying it won't, because _it did_.
        
           | hparadiz wrote:
           | We used to run these servers on machines that today aren't
           | even 20% of the M1 in my MacBook air.
        
         | hombre_fatal wrote:
         | 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 measures
         | because your website's users can just report the bots: by the
         | time it's your users' problem, you've ruined the experience for
         | everyone except the bots.
        
           | squigz wrote:
           | > 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 problem.
           | 
           | Furthermore, even with public dedicated servers, there's a
           | psychological aspect to it - it's no longer just a random
           | matchmaking server; you're almost walking into someone's
           | house. Many people feel a lot more pressure not to misbehave
           | 
           | Then there's the fact that you don't have to wait many days
           | for your cheating report to hopefully be acted on. Our game
           | got interrupted? Well, that sucks, but we can just ban that
           | guy and go again and we likely won't have to worry that our
           | very next game will also contain a cheater
           | 
           | Finally: these defences always have an implicit assumption
           | with it: that the horribly pervasive anti-cheats actually...
           | you know, work. They do, to a rather limited extent, but
           | cheaters are still rampant, so what's the point?
        
             | hombre_fatal wrote:
             | 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.
        
               | squigz wrote:
               | Why not both?
               | 
               | If you wanna matchmake, great, go ahead.
               | 
               | If you want to run a private server, you can do that too.
        
           | chownie wrote:
           | 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.
        
             | isgb wrote:
             | Problem is that requires moderators, that get paid, with
             | money.
        
               | stronglikedan wrote:
               | more likely volunteers when they're running their own
               | servers
        
               | Kuinox wrote:
               | volunteers which aren't necessarly pro player and cant
               | distinguish good players from smart cheaters.
        
               | chownie wrote:
               | The developers aren't pro players either, the cutting
               | edge for anti-cheats still require that non-cheaters play
               | with cheaters for months. I would not be shocked if
               | simple vote-kick outperforms every anti-cheat on the
               | market.
        
               | Kuinox wrote:
               | A simple vote-kick will kick, will kick so much players
               | that doesn't cheat. It's already used to troll in games
               | like CS.
        
               | Ygg2 wrote:
               | Not really. In mostly player-run lobbies, one of the
               | players would kick any found cheaters. It's not exacts
               | science, but it's what people did.
        
             | hombre_fatal wrote:
             | What about everyone else?
        
               | chownie wrote:
               | Re-read the comment but with generosity in your heart? I
               | don't think you need it explained.
        
           | ratelimitsteve wrote:
           | counterpoint: my 45 min 4v4 game gets terminally disrupted if
           | I can't run the game on my device
        
             | hombre_fatal wrote:
             | Sure, but that's a trade-off everyone already enjoying the
             | game might be fine with if it means a better experience.
             | That's how bad cheating is.
        
               | squigz wrote:
               | > Sure, but that's a trade-off everyone already enjoying
               | the game might be fine with if it means a better
               | experience.
               | 
               | Does it mean a better experience though? This isn't like,
               | a theoretical GP is talking about. We don't have to
               | imagine if
               | 
               | > That's how bad cheating is.
               | 
               | Seems like the answer is no?
        
         | Kuinox wrote:
         | 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 reason why only
         | a minority of players uses it.
        
           | hamdingers wrote:
           | 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.
        
             | Kuinox wrote:
             | They are functionally equivalent for the player. The
             | problem with player hosted servers is that it was very hard
             | to get a fair and balanced competitive match, where now
             | it's extremely common with matchmaking on servers hosted by
             | the game company.
        
               | hparadiz wrote:
               | Back then at least you could do something about it. Now
               | if there's an obvious cheater you just kinda sit there
               | and take your L, and ask people to make reports.
        
               | Kuinox wrote:
               | > Back then at least you could do something about it.
               | 
               | Back then, the most common option taken was leaving the
               | server to find another one.
        
               | hparadiz wrote:
               | This is drudging up some formative memories. In the
               | counter-strike / TF2 communities you'd have servers that
               | would grant vote kick rights with more playtime and some
               | of those regulars would then apply for mod rights. It
               | worked quite well.
        
               | Kuinox wrote:
               | It still doesn't solve the unfair votekick problem.
               | People with more play time, doesn't have necessarly the
               | abilities nor tools to judge if someone is cheating. Take
               | a look at the trackmania community, some cheaters are
               | caught years later, because they played it smart. Some
               | cheating can't only be observed by looking at the
               | statistics, or hard proof of cheating being ran.
        
               | hparadiz wrote:
               | It's a pub. It doesn't matter as long as it's not obvious
               | aim bots and people are having fun. Besides when it's a
               | 32 player instant respawn death match server you have
               | like 200-300 regulars. That type of cheating was never an
               | issue in those because the servers were always full
               | during peak times and everyone kinda knows each other.
        
               | hamdingers wrote:
               | Something you are explicitly punished for in modern
               | matchmaking. Unless you want to be downranked or even
               | temp banned you must suffer the cheater.
        
               | brendoelfrendo wrote:
               | If you were playing on a server you owned or for which
               | you had ban permissions, you could do something about it.
               | Otherwise, you had to hope that an admin was online to
               | ban the cheater. If no one was around to take action,
               | your option was to... sit there, take your L, and ask
               | people to make reports (to the admins). You had the
               | option to hop around between servers until you found one
               | that didn't have cheaters, but is that all that different
               | from just quitting back to matchmaking and hoping you
               | find a match without cheaters?
               | 
               | Edit to add: I'm not disputing that kernel-level
               | anticheat is bad; I agree that it is. I don't think it
               | helps to try and hearken back to a golden age of PC
               | gaming that didn't really exist. Maybe it was easier for
               | server admins to manage because player populations were
               | smaller back then, but that's about all that would have
               | made things "better."
        
               | hamdingers wrote:
               | You were not helpless if the admin wasn't on, votekick
               | has existed for 25+ years.
               | 
               | Believe it or not us old folks who played during this
               | time had ways to address these issues.
        
               | brendoelfrendo wrote:
               | Votekick still exists in modern games, too.
        
               | hamdingers wrote:
               | 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.
        
               | Kuinox wrote:
               | > 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.
        
               | hamdingers wrote:
               | 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.
        
               | Kuinox wrote:
               | > 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 shows
               | you were only playing casually, forgot all the problems
               | servers browser had.
               | 
               | Do you even remember, that you could get malware by
               | joining servers in a server list ?!?
        
               | hamdingers wrote:
               | No, I used to play multiplayer games for fun, which was
               | the norm until that option was removed and replaced with
               | derisive "casual" and "competitive" modes.
               | 
               | 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.
        
               | Kuinox wrote:
               | Again, it looks like you forgot all the issues there was,
               | and only remember the good aspect of it. You didnt find
               | the server on the first try.
               | 
               | Your favorite server was not always online
               | 
               | Some people were too good on the server you like and it
               | wasn't fun.
               | 
               | Countless other problems, and you needed to sink in a lot
               | of time to get the few quality time you wrote about.
        
               | simoncion wrote:
               | > ...you needed to sink in a lot of time to get the few
               | quality time you wrote about.
               | 
               | Sounds like you've got a skill issue. That doesn't match
               | my experience, like, at all.
               | 
               | But a really, _really_ easy shortcut was to find servers
               | that indicated that they were furry-friendly. This all
               | but guaranteed that
               | 
               | 1) The folks on there would be fairly even-keeled and
               | reasonable, and folks who weren't would be rapidly banned
               | forever.
               | 
               | 2) The folks on there would generally be good at the
               | game. [0]
               | 
               | 3) If you're lucky -and the game is one that permits
               | custom "sprays" (as HL1 and Source engine did)- you might
               | get to see some high-quality-but-thumbnail-sized furry
               | porn.
               | 
               | [0] Seriously, at least back when both server browsers
               | and user-hosted game servers were commonplace, I found a
               | 1:1 correlation between "Are they a furry?" and "Are they
               | particularly good at the game?". It was wild.
        
               | josefx wrote:
               | > The problem with player hosted servers is that it was
               | very hard to get a fair and balanced competitive match
               | 
               | Playing against overwhelming odds has its own kind of
               | charm. I once spend days just sabotaging the top players
               | on some gun game servers, only wining myself once or
               | twice. Games against friends with various fun handicaps
               | and flat out abuse of any knowledge you could gain from
               | playing against the same people repeatedly - what good is
               | a hidding spot when everyone knows you will be there 50%
               | of the time.
               | 
               | "Fair and balanced" games against completely random
               | people are just missing something for me.
        
               | bee_rider wrote:
               | This is something matchmaking games totally miss which
               | keeps them from being truly competitive in the way sports
               | or old games were: a competitive community. You need
               | other players with known identities to compare yourself
               | against on a consistent basis.
               | 
               | Of course, classic competitive institutions had problems
               | as well ("he's very competitive" is not necessarily a
               | nice description of a person!), but they seemed more
               | enjoyable that this matchmaking stuff.
        
             | babypuncher wrote:
             | I hated wasting a whole half hour server hopping until I
             | found one that didn't suck
        
           | OkayPhysicist wrote:
           | Custom lobbies don't meet the same need. That's for playing
           | with your friends, or at least, people you vet yourself.
           | Community servers are a sub-community in of themselves:
           | people tend to play on the same servers on a regular basis,
           | allowing you to build rapport, community norms, and have
           | substantially more direct moderation than company-run
           | servers.
           | 
           | Yes, sometimes you run into power-tripping moderators. That
           | comes with the territory of having moderators. But the
           | upsides, of being embedded in a usefully-sized community, and
           | having nearly constant human moderation, not to mention the
           | whole "stop killing games" of it all, far outweigh the need
           | to shop around a bit for a good server.
           | 
           | I think the ideal middle ground is something like Squad's
           | server system: The developers offer a contract to server
           | owners, establishing basic standards that must be met to be a
           | recommended server. Rules forbidding the crazy bigotry that
           | milsims tend to attract, minimum server specs to ensure
           | smooth gameplay, an effective appeals process. If a server
           | meets those requirements, and signs the agreement to keep
           | meeting those standards, they get put on a "recommended"
           | server list (which 90%+ of the playerbase exclusively use).
           | Other servers go on the "custom" server list, which can be
           | modded, or spun up for certain events, or whatever.
        
             | Kuinox wrote:
             | two or three months ago, I played a game that did exactly
             | what you proposed, V-Rising, it have a server browser, I
             | played a week with friend on a busy server. Then the server
             | was gone for two weeks. When it was back, mosts of the
             | bases were gone due to inactivity.
             | 
             | That's the kind of things that were common too, maybe you
             | forgot about it.
        
               | OkayPhysicist wrote:
               | All the multiplayer games I play today are either
               | community server based, or I exclusively interact with
               | private lobbies.
               | 
               | My negative experiences with community servers represent
               | a pretty short list. Sometimes servers die, but games die
               | sometimes, too. That's obviously only an issue with
               | persistent-state games, like Minecraft, but it's
               | unfortunate when it happens. Can't say it was so frequent
               | that it impacted my enjoyment of any games as a whole.
        
           | jdashg wrote:
           | I did indeed play in the era LanceH is talking about, and I
           | agree with them! We had many thriving communities with no
           | serious cheating problems because of community moderation.
           | 
           | Yes, there were poorly moderated servers, but you could
           | simply leave and try a different community until you found
           | one that clicked for you. When you require equal moderation
           | everywhere, you throw the baby out with the bath water.
        
         | LMYahooTFY wrote:
         | 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.
        
           | t-writescode wrote:
           | How did it work in the early Steam (CS 1.4, 1.5, 1.6, CS:S)
           | and GameSpy days?
        
             | organsnyder wrote:
             | I think a big part of it is the stakes were just lower.
             | There wasn't money and careers in it the same way there is
             | with egaming now.
        
               | bee_rider wrote:
               | I think it's streaming in particular. With actual
               | competitive games, like, tournaments and whatnot, the
               | players are well known and they are competing in actual
               | tournaments, right? The play is broadcast and all the
               | players have their professional game-player reputation at
               | stake, so there's a strong incentive to not cheat (it is
               | a very cushy and high-skill job with almost no
               | transferable skills, so like, better not get booted). It
               | is just that streamers might bump into cheating and
               | that's annoying for their viewers I guess.
               | 
               | When people play in these "competitive" matchmaking
               | queues, it is more like a pickup game. If somebody shows
               | up to a pickup baseball game with a corked bat, they are
               | just kind of a loser and it isn't a big deal, right?
               | There's no actual reward for hitting "platinum rank" or
               | whatever in most games, other than skins or something.
               | Nothing real is on the line.
               | 
               | IMO: we really should just have let these people cheat
               | their way out of the normal matchmaking population.
               | Smurfing is a much bigger problem. I don't actually care
               | if the guy dominating the match with some 60:0 kill-
               | death-ratio is cheating or a semi-pro beating up on
               | casuals, haha.
        
               | ndriscoll wrote:
               | 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?
        
               | bee_rider wrote:
               | 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.
        
               | ndriscoll wrote:
               | Right, this is also my suspicion. It's all ultimately a
               | way to psychologically manipulate people into buying more
               | microtransactions. It's then important to always point
               | out how silly and obvious the whole thing is. It's like
               | if your local sports organization at the park insisted on
               | drug testing everyone so they can try to convince you
               | your beer league volleyball game is actually very serious
               | and you should buy Air Jordans or fancy shorts to up your
               | game. These people are a joke.
        
               | dtdynasty wrote:
               | For some games like dota 2 cheats only make them
               | marginally better at the game but much more frustrating
               | to play against. The most common cheats are map hacks and
               | instant action scripts both of which can be useless
               | without the game knowledge for correct play. But both of
               | these cheats make playing against them frustrating but
               | they wouldn't rise to the top.
        
               | bee_rider wrote:
               | Again I think there's a better way if we push through the
               | concept of a fair game, and just focus on fun. It should
               | be possible and accepted to block (and never match with
               | going forward) players who are just... unfun. Annoying,
               | poor sports, or cheaters. Heck, maybe player-curated and
               | shared matching and blocking lists could become a thing.
               | 
               | Games are a social thing we do to have fun, there's no
               | obligation to spend your limited social free time hanging
               | out with annoying people.
        
               | AJ007 wrote:
               | The problem is the reverse of what is being argued here.
               | The stakes are high because of how much money these
               | companies are making off of DLCs/in-app purchases. The
               | game operator thus has an incentive to ensure that high
               | value _customers_ can 't be banned by third parties.
               | Instead of just being banned, the player is suspended 24
               | hours or something, and then they come back.
        
               | commakozzi wrote:
               | Came here to find this comment. It is NOT about
               | matchmaking and/or "protecting the incomes" of
               | competitive players AT ALL! It is solely about protecting
               | these games' in-game shops and associated economies. The
               | real comp scenes are all done on LAN anyway, with
               | entirely different anti-cheat setups.
        
             | LMYahooTFY wrote:
             | More distributed and more manual. More administrative
             | overhead. More localized culture we all get nostalgic for.
             | Much more effort to play against peer competitors.
             | 
             | It's the same phenomenon you see in many sectors.
             | 
             | Access is democratized and the friction/barrier to play is
             | dramatically lowered/free, and the localization is diluted
             | or non existent and just a monoculture.
        
             | babypuncher wrote:
             | PunkBuster and later VAC were commonplace. Anti-cheat
             | middleware is not new by any stretch.
        
           | thomastjeffery wrote:
           | People are still playing Battlefield 4 (2013) on user-hosted
           | servers. Right now.
           | 
           | The only way that "around the world" can be relevant is ping,
           | and the best way to manage ping is by sorting a list of
           | servers by ping.
           | 
           | Cheating is an arms race that _no one needs to participate
           | in_. Moderation was a perfectly good workaround until major
           | game studios decided to monopolize server hosting.
        
             | LMYahooTFY wrote:
             | 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.
        
               | guizadillas wrote:
               | I wouldn't measure anticheat success by esports earning
        
               | LMYahooTFY wrote:
               | It's clearly one significant measure. What do you think
               | is going to happen to tournament money if every other
               | tournament has a cheater? How many esports fans want to
               | go play League after watching Faker decimate another team
               | if they have cheaters in their match every other day?
               | 
               | 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.
        
           | LanceH wrote:
           | 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 especially miss custom maps.
        
             | Rohansi wrote:
             | 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.
        
               | LMYahooTFY wrote:
               | 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.
        
               | s0ss wrote:
               | Too bad rust isn't playable on linux due to anticheat.
        
               | ThatPlayer wrote:
               | Rust is playable on Linux on servers that disable
               | anticheat
        
               | Rohansi wrote:
               | No, I don't work on maps, I work for Facepunch. Thanks :)
        
             | LMYahooTFY wrote:
             | I agree with you in sentiment and am very nostalgic for the
             | pre-monoculture days, but I also acknowledge that
             | competitive games are a multi-billion dollar industry, and
             | trying to moderate a game with millions of players in a
             | distributed environment is just a non-starter.
             | 
             | You reject the premise that such control is necessary for
             | your idea of fun.
             | 
             | But millions of players enjoy ranked matchmaking enough
             | that without aggressive anti cheat you will wind up with
             | cheaters.
             | 
             | I hate the root kits as well, but if you spend any time
             | playing Valorant vs CS, you will see the difference. If I
             | play CS consistently I'll get cheaters once or twice a
             | week. In Valorant it's almost unheard of by comparison. It
             | sucks, but that's just what's happening.
             | 
             | Do I wish I at least had the option in Valorant or whatever
             | to host a server? Absolutely. Do I think they use the
             | rootkits maliciously? No, generally not. Do I think studios
             | are disincentivized to provide server hosting due to DLC or
             | microtransactions? Definitely. But I also think there's
             | often also a game integrity component. All of these things
             | can be true simultaneously.
        
             | pnw wrote:
             | There are hundreds of popular games with mod support. See
             | https://mod.io/g
             | 
             | If anything, we are in a golden age of mods!
        
           | jsheard wrote:
           | > 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.
           | 
           | Case in point, Counter Strike is a rare example of a popular
           | game which supports both the "modern" matchmaking paradigm
           | _and_ the classic community server paradigm... and for better
           | or worse the playerbase overwhelmingly prefers matchmaking.
        
             | hamdingers wrote:
             | > and the playerbase overwhelmingly prefers matchmaking
             | 
             | The server browser is buried under a couple layers of
             | obtuse menus (and, at present, is completely broken on my
             | SteamOS machine) while matchmaking is obvious and
             | straightforward. You cannot come to any reasonable
             | conclusions about player preference given the way the UI
             | drives players towards matchmaking and away from servers.
             | If they were presented on equal footing you might have a
             | point.
             | 
             | Consider also TF2. It launched as a server-based game, and
             | in the years after matchmaking was added Valve went through
             | many UX iterations designed to drive traffic to it before
             | it was more popular.
        
           | MetaWhirledPeas wrote:
           | > can't give you the degree of competitive global ranking
           | that players enjoy today
           | 
           | I'm curious to know how player stats and global rankings
           | truly affect game adoption (not that you can accurately
           | measure what I'm asking for). It seems to me the more popular
           | the game the less it matters because everyone becomes a small
           | fish in a big pond. Rank one billion out of a gajillion. The
           | games where it matters more would be the smaller games, which
           | have less of a cheating problem to begin with.
           | 
           | I do agree however that you won't get the adoption without
           | centralization, if only because centralization is exactly
           | where all the money resides, via DLC and other nonsense.
           | Therefore centralization is exactly where all the marketing
           | money goes. And without marketing you don't usually get
           | blockbuster games. So expecting the rootkits to go away is a
           | lost cause, until client-side rendering goes away, at least.
           | 
           | That may be the answer to playing these rootkit titles on
           | Linux: just stream it. I know it's somewhat lame, and I know
           | it adds latency, but I seem to recall a recent demonstrate of
           | a service where the latency is very minimal. Clearly I'm a
           | bit out of touch with the state of the art, heh.
        
             | duskwuff wrote:
             | WRT player stats and rankings: I'm inclined to disagree.
             | Rankings in small team-based game communities tend to be
             | pretty noisy. Matchmaking often ends up constrained by the
             | number of online players searching for a game at the same
             | time, so the teams may not be well balanced, and the
             | outcome of the match can be decided by the presence of a
             | single highly skilled player who happened to be searching
             | for a match at the right moment. The resulting rankings
             | aren't necessarily a good measure of player skill.
             | 
             | Larger games have the luxury of being able to place players
             | into teams consisting entirely of other players of similar
             | skill levels, against teams of similar composition. The
             | results of those games are a better reflection of those
             | players' skill.
        
               | simoncion wrote:
               | > Rankings in small team-based game communities tend to
               | be pretty noisy.
               | 
               | PP wasn't talking about ranking stability. PP was talking
               | about the "Why should I give a shit about the leaderboard
               | when ten million people play the game, and I'm someone
               | with life obligations that aren't 'playing this game,
               | exclusively', so I'm always in the middle of a sea of
               | strangers because I can never git particularly gud?".
               | 
               | You might argue that the solution to _that_ is to have
               | separate rankings for folks in your friends ' (or
               | whatever) list, and I agree... but I'd get the same thing
               | as filtered-to-friends-only leaderboards with
               | leaderboards that are restricted to the population of
               | players on the private servers on which I play. Plus,
               | private servers give you the option to benefit from
               | active admins who ban cheaters and other shitheels
               | forever. [0]
               | 
               | [0] Or _encourage_ them to cheat and be godawful, if that
               | 's the sort of server that they want to run. All-cheats-
               | all-the-time and/or vent-your-spleen-24/7 servers are
               | fun, too... just so long as folks are informed of what
               | they're getting into by joining.
        
             | ItsMonkk wrote:
             | Yeah, this is pretty clear. The community for any
             | competitive game if you are a member of the top 100 players
             | is always amazing. These players play the most, they end of
             | seeing each other over and over, and you build up a rapport
             | with the other players and can start to play against
             | specific peoples play-styles.
             | 
             | However, for the vast vast majority of the player-base who
             | is top 50% in skill, the fat normal distribution nearly
             | guarantees that most of the people they play against will
             | never be seen again. And therefore there is no harm for
             | them not to be toxic to them, so most people only ever
             | experience toxicity in online competitive games.
             | 
             | Server browser games solve this because players end up with
             | "home" servers where they come back to over and over, and
             | over time build communities who do the same. This was taken
             | away from the players when we moved to matchmaking, and
             | many in the player-base have a bias against matchmaking
             | because of it.
             | 
             | But this is in no way required, and merely a result of
             | gaming companies to do any work on this front. It would be
             | extremely easy for these games to add an arbitrary
             | community tag to the matchmaker that would attempt to put
             | people in games with players that they have not previously
             | reported. The matchmaker might take a little bit more time,
             | but since these players are in the fat normal distribution,
             | their average matchmaking times will still be incredibly
             | low.
        
           | 0x1ch wrote:
           | UGC Highlander and the countless CS pug servers show
           | otherwise, to some extent.
        
           | thayne wrote:
           | > 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.
        
             | LMYahooTFY wrote:
             | Not sure how to understand these questions. Have you ever
             | played in a competitive game of any type, virtual or real?
             | 
             | 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.
        
               | ItsMonkk wrote:
               | This argument is that the match-making software is
               | incompetent. If what you say is true, and the match-maker
               | could determine skill with any ability, then the cheaters
               | would quickly find that the only people they match-make
               | with is other cheaters. The non-cheaters don't care that
               | the cheaters exist if they never play against them.
        
               | squeaky-clean wrote:
               | Two reasons this doesn't work
               | 
               | Most competitive games these days are free to play. A
               | cheater gets banned, makes a new account, and gets placed
               | on the competitive ladder level of a new player, and
               | stomps their way up the ladder against unskilled players
               | until they get banned, and repeat.
               | 
               | For players that cheat less egregiously and don't get
               | banned, it's still obvious many times when someone has no
               | skill but is using cheating as some form of assistance.
               | It's not fun to play against a player who has a similar
               | K/D ratio as you because they suck at aiming but can see
               | through walls, or because they can instantly headshot
               | people but have bad positional awareness or understanding
               | of other game objectives like capture points etc.
               | 
               | It's like telling a high level chess player that playing
               | against a child with poor chess knowledge but they're
               | allowed to just ignore checks and flick your pieces off
               | the board is similar to playing against an equally
               | skilled non-cheating player just because they're capable
               | of beating you only 50% of the time. A victory doesn't
               | feel earned, a loss doesn't feel like an actionable
               | learning experience.
        
               | ItsMonkk wrote:
               | The problem here appears to be the banning. If the
               | cheaters are never banned then they will continue to only
               | play with other cheaters, and everyone is happy. And in
               | fact, to a normal player I doubt they care very much if
               | the player is legit and smurfing or if they are not legit
               | and cheating. That player ruins the game they are in.
               | 
               | The ranking system needs to be a better determinate of
               | skill, especially early in a new accounts life, so that
               | they can stop harming normal players games. This might
               | mean changes to the rules of a game to allow this to be
               | done better. The match-maker should take this into
               | account, so that if a player does go up against a player
               | that was far from the skill level that they end up at, it
               | should protect that account from being placed with new
               | players for a time so that they can forget about it.
               | 
               | For the example you choose for Chess, you might force
               | players to do Chess Puzzles before they can queue for
               | their first match. A normal player would then never see
               | any cheaters.
        
           | beeflet wrote:
           | The "players run their own servers" model has worked fine in
           | TF2. If you played community-run servers, you never ran into
           | the bot issue.
           | 
           | There are even ranked, private competitive leagues like
           | TF2Center
        
         | vel0city wrote:
         | > It used to be pretty easy to just ban people from playing
         | 
         | I ran servers for a lot of games. It was often difficult to ban
         | people from playing. First off, someone with ban permissions
         | would have to actually be online at the time. So often nothing
         | would happen at all, you'd just have to leave and find a
         | different server. Second, one could get banned, often just
         | change their IP or use a different CD key or whatever other
         | identifier the game used, and hop back on with a new identity.
         | 
         | Meanwhile discoverability of similarly skilled matches were a
         | challenge, along with actually playing with a group of friends
         | against new people. Its not some perfect panacea, there are a
         | _lot_ of things people disliked about picking private servers
         | to play on.
        
         | dmayle wrote:
         | 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't matter. You're both playing at
         | equivalent skill levels.
         | 
         | The only reason it matters to anyone is that they want their
         | skills to be recognized as better than someone else's. Take
         | down the leaderboards, and bring back the fun.
         | 
         | I say, let the people cheat.
        
           | drdaeman wrote:
           | Not just single player. Even in competitive multiplayer a lot
           | of the complaints about "cheating" are actually complaints
           | about matchmaking, and "cheating" is a giant red herring
           | (griefing is a different matter, of course, that gets lumped
           | into the umbrella term of "cheating"). But trying to explain
           | this is typically like pissing against the wind, because
           | people already believe in the existing status quo (no matter
           | how irrational it is) and no one wants to change their
           | beliefs unless it obviously and immediately short-term
           | benefits them.
        
           | Tadpole9181 wrote:
           | Comments like this just make me upset to the point I can't
           | cohere an appropriate argument. It's so out-of-touch with
           | reality and completely ignores the core problem that I _have_
           | to believe you 're just fucking with us.
           | 
           | No, it is _not_ fun to play against smurf accounts using
           | hacks. They aren 't doing it for the leaderboards, they
           | actively downrank themselves to play against worse players!
           | 
           | And no, it's _not_ fun to play against cheaters who are so
           | bad at situational awareness their rank is still low, but who
           | instantly headshot you in any tense 1v1 and ruin your
           | experience.
           | 
           | And no, I actually _do_ care that people are cheating in
           | multiplayer games because _it 's not fair_. Since when do we
           | reward immoral fuckwits who can't or won't get better at the
           | game?
           | 
           | Why don't we just start letting basketball players kick each
           | other and baseball players tar their hands while we're at it.
           | _Who cares_ if the sanctity of the sport or competition is
           | ruined - we 're a community of apathetic hacks.
        
           | cortesoft wrote:
           | 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.
        
             | babypuncher wrote:
             | > If you are in the higher skill levels, you might end up
             | playing too many cheaters who are impossible to beat.
             | 
             | 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.
        
           | DiogenesKynikos wrote:
           | At least in the world of chess (which has the OG matchmaking
           | system, ELO), cheating is genuinely a problem.
           | 
           | The problem is that it doesn't matter how good you are. You
           | will not beat a computer. Ever. Playing against someone who
           | is using a computer is just completely meaningless. Without
           | cheating control, cheaters would dominate the upper echelons
           | of the ELO ladder, and good players would constantly be
           | running into them.
        
           | babypuncher wrote:
           | You're saying it's not a problem when cheaters to completely
           | ruin the experience for top-10% players
        
           | nitwit005 wrote:
           | There was plenty of cheating when there were no global
           | leaderboards. People will happily do things just to ruin
           | other people's day.
        
           | varnaud wrote:
           | I play online FPS with friends for fun. I don't care about
           | leaderboards, but I know people that do and don't want to
           | take them away from them.
           | 
           | You can't have accurate matchmaking and allow cheating.
           | People cheat for a variety of reasons, at lot of cheaters are
           | just online bullies that enjoy tormenting other players. In a
           | low ELO lobbies, you would have cheaters that have top tier
           | aim activated only if they lose too much, making the
           | experience very inconsistent.
           | 
           | Top tier ELO would revolve around on how the server handle
           | peeker advantage and which cheater as the fastest cheating
           | software. It's an interesting technical challenge, but not a
           | fun game. As soon as a non cheating player is in view of a
           | cheating player, the non cheating player dies. That doesn't
           | make for a fun game mechanic.
        
             | HaZeust wrote:
             | >"Top tier ELO would revolve around on how the server
             | handle peeker advantage and which cheater as the fastest
             | cheating software. It's an interesting technical challenge,
             | but not a fun game"
             | 
             | Fun fact, this does exist. There used to be old CS:GO
             | servers that were explicitly hack v hack, would make it
             | abundantly clear to any new visitors that stumbled upon the
             | servers that you would NOT have any fun without a "client",
             | and it was a bunch of people out-config'ing each other. It
             | was actually kinda cool for those people, it would NEVER be
             | fun for anyone else.
        
           | ok_dad wrote:
           | Try playing Rust without anti-cheat and you will immediately
           | change your tune. It isn't fun playing a game where you can
           | lose everything to a guy who can cause bullets to bend around
           | objects.
        
             | HaZeust wrote:
             | >"Try playing Rust [...] and you will immediately change
             | your tune."
             | 
             | In general, really.
        
               | ok_dad wrote:
               | Yea, that's one game that's more fun to watch than play I
               | will admit, so mostly I'm a "pro rust watcher with over
               | 300 hours watching rust" (this is a bit of an in-joke,
               | sorry) who sees the annoyance and lack of fun people have
               | when they get destroyed by cheaters. I did play one wipe,
               | and spent 25 hours over 3 days in the game, so I chose to
               | quit right there instead of doing that on a regular
               | basis.
        
         | thomastjeffery wrote:
         | Absolutely!
         | 
         | The entire narrative of "cheating" is a giant misdirect. People
         | don't actually care about cheating, they care about _fun_. If a
         | player is making the game less fun, _it does not matter how_.
         | 
         | The real problem is that ~10 years ago major game studios
         | decided to monopolize server hosting. This means that the
         | _responsibility_ of moderation is now in their hands. The only
         | way this problem can ever be resolved is by giving the
         | authority to moderate servers back to players. Until then, the
         | responsibility to moderate will be unmet, no matter how fascist
         | and authoritarian game studios become. Fascism cannot guarantee
         | fun!
        
         | cortesoft wrote:
         | There are still plenty of games that use community hosted
         | servers for multiplayer. I play some of them (Rust, for
         | example).
         | 
         | First, cheating is absolutely still an issue in Rust. Sure,
         | server admins can kick them out... once they have been
         | discovered, verified by an admin, and kicked. The damage is
         | usually done by then, and that is the best case scenario...
         | often, the admins aren't available at that moment, because they
         | are normal people who are not online all the time.
         | 
         | Plus, this means you have to search and find a good server to
         | play on. That isn't always easy, and limits your ability to
         | find a good game.
         | 
         | Second, lots of games I love to play don't make sense in the
         | 'server hosted by a community member' model.
         | 
         | I love playing sports games... Madden, FIFA (now called FC),
         | NBA2k, etc. The best way to play those games is often 1on1
         | against someone who is close to your skill level. It isn't fun
         | to play against people way worse or way better than you.
         | 
         | The only way to do this in a way that lets me get a good game
         | whenever I want to play is to have some sort of matchmaking
         | system, that keeps track of how good i am and finds players who
         | are about the same skill level. There is no way this would work
         | on user hosted servers, and even if it did, why would a user
         | hosted server be better at solving this problem than a company
         | hosted one? You need a TON of players to be able to do good
         | skill based matchmaking 24 hours a day.
         | 
         | I have been playing multiplayer online games for over 30 years.
         | I started playing when I had to call my friend on the phone,
         | tell him to tell his family not to answer the next call because
         | it was my modem calling, and then hope to god my sister didn't
         | pick up the phone during our game and break the connection. We
         | had to develop a code to signal if I was actually trying to
         | call him to talk about an issue; if I called and hung up
         | immediately it meant I was voice calling and the next call he
         | should answer with the phone.
         | 
         | I have played every iteration of multiplayer gaming. I played
         | Warcraft II when you had to pay $20 to subscribe to Kali to use
         | their virtual IPX service. I played local Counterstrike games
         | at the college dorms on the local network (which was not even a
         | switched network!) I run Minecraft servers for my kids on my
         | local network. I have written multiplayer games for both peer-
         | to-peer and server based multiplayer.
         | 
         | No, you can't recreate the modern convenience and pleasure of
         | company provided matchmaking by going back to community hosted
         | servers.
        
         | AJ007 wrote:
         | Interesting thing I noticed trying to play old versions of Call
         | of Duty a year or two ago -- the oldest ones which supported
         | hosted servers, there are still players, but once they switched
         | to matchmaking either no one is playing or its so tiny you
         | never get connected.
        
         | rowanG077 wrote:
         | Not really true. For years you had both co-existing. Anti-cheat
         | and people running their own servers where they could ban
         | people.
        
         | babypuncher wrote:
         | Community-run servers weren't a magic bullet, and they had a
         | lot of other problems that modern matchmaking systems solve
         | more effectively.
        
       | nolroz wrote:
       | It's so disappointing that the halo master chief collection still
       | doesn't support split screen. Nothing compared to the joy of
       | playing halo with friends in the same room.
        
       | Buttons840 wrote:
       | The 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 want to cheat when
       | they're playing with acquaintances they see frequently.
       | 
       | 2) Spectators are allowed in every game. The top-ranked games
       | usually have several spectators.
       | 
       | You might think this would result in even more cheating, but in
       | practice the spectators would prefer to watch a sneak attacks
       | succeed, because it's funny. It's boring to be whispering the
       | enemy secrets to you buddy on a private Discord, it's more fun to
       | watch your buddy die in a surprising and funny way.
       | 
       | Also, the spectators can spot if a player does something that
       | suspiciously well timed or lucky. The spectators see all, so they
       | have the information needed to spot suspicious behavior.
       | 
       | 3) Official servers create an official record of what happened in
       | every game. The entire community has access to all the
       | recordings. If someone thinks cheating is happening they can link
       | to the official game recording on Reddit (or whatever) and
       | everyone can see what happened.
       | 
       | 4) An active moderator team reviews every report of cheating.
       | There are official moderators that do the banning, but also
       | volunteer moderators which can watch the recordings and create a
       | trusted written account of what happened; this makes the official
       | moderators have an easier job.
        
         | ThrowawayR2 wrote:
         | 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.
        
           | Buttons840 wrote:
           | People have been banned for cheating, so cheats exist.
        
             | LMYahooTFY wrote:
             | I don't think they're saying cheating doesn't exist for the
             | game, they're saying the popularity/incentive is too low to
             | attract many cheaters compared to esports games.
        
           | officeplant wrote:
           | Even as an RTS player I've never heard of it, but I have
           | learned recently that I've missed out on an entire niche
           | scene based off of TA. Been playing RTS's since 1994ish and
           | only recently bought TA to go back and play through it. Never
           | owned it back in the day.
        
         | AuthAuth wrote:
         | Its unfair to compare other games to BAR. BAR is to good
        
         | freedomben wrote:
         | Thanks for this, BAR looks really great and open source is very
         | important to me. Definitely gonna try this out!
         | 
         | Link for others: https://www.beyondallreason.info/download
        
       | MisterTea wrote:
       | But can it run Crysis? No. Not on Linux :-(
       | 
       | I actually really liked Crysis for its open maps where you can
       | approach a goal using different tactics. It had a lot of flaws
       | and I hated the alien ship along with everything after as it was
       | way too linear. Though I really want to play it again but alas,
       | no more Windows for me.
        
         | ooterness wrote:
         | Actually, ProtonDB indicates Crysis runs just fine on Linux.
         | 
         | https://www.protondb.com/app/17300
        
       | cornichon622 wrote:
       | I don't understand why multiplayer games don't run more on the
       | server. If the server runs the game, then sends to client only
       | what it needs to display the game and play sounds, the client
       | doesn't have more information than necessary and a whole class of
       | cheats is eliminated. There is no need for a client to know where
       | an enemy player is if the player won't be shown on screen (wall
       | hacks). I think World of Tanks runs this way, and I've never
       | encountered much cheating on there.
        
         | ttimebomb wrote:
         | Some do, but its much more expensive for game companies and
         | adds latency to some elements. Its generally a much harder
         | problem for first-person shooter games - an enemy might be
         | hiding behind a wall but the game needs to know the position of
         | that enemy anyway because the player might move around the
         | corner and see that enemy before the server updates or their
         | game client might need to play noise that enemy is making
         | faintly even if they are far away.
         | 
         | Players of these games are sometimes running their games at
         | high framerates like 240fps which is much higher than the tick
         | rates of these games too.
         | 
         | Plus it doesn't solve all the possible cheats that are out
         | there, as there are some like aim-hacks that don't need any
         | server information to work.
        
       | jillesvangurp wrote:
       | It will be interesting to see how this evolves. It used to be
       | that game developers could safely ignore Linux. But with a
       | growing number of Steam OS, Steam Deck, and Linux + Steam users
       | gaming, it's going to get increasingly more painful in terms of
       | revenue to be telling those users "our game only works on
       | Windows" and just miss out on the revenue and deal with the angry
       | users, forums full of users complaining the game doesn't work,
       | etc.
       | 
       | It might only be a few percent of overall users. But a few
       | percent of a billion $ is a couple of tens of millions. That's a
       | steep price to pay for anti-cheat code.
        
         | hamdingers wrote:
         | Most game devs can continue to ignore linux and trust that
         | proton will work it out.
         | 
         | It's only the highly competitive online games that have this
         | issue. While they make up a lot of playtime, they're worked on
         | by a tiny minority of developers.
        
         | pjmlp wrote:
         | They are still ignoring Linux, hence why Valve is using Proton,
         | the validation they failed to convince studios to care, studios
         | that happen to target systems like Android NDK, or use platform
         | agnostic engines.
        
           | simoncion wrote:
           | > They are still ignoring Linux, hence why Valve is using
           | Proton...
           | 
           | Eh, maybe?
           | 
           | I'd put forth the notion that game devs might be caring how
           | their game works on both Windows _and_ Proton. That is, that
           | they 're still using the Microsoft-provided APIs to build
           | their game, but care about how it runs on Linux just as much
           | as how it runs on Windows.
        
       | lwansbrough wrote:
       | Anti-cheat is a necessity for an enjoyable game experience. If
       | you are a casual who doesn't care about game integrity, you
       | probably aren't the target audience.
       | 
       | I don't want any cheaters in my games. I don't care if a rootkit
       | is required. Riot has a kernel level anti-cheat and it's _really_
       | good. It's so good in fact that it deters most cheaters from even
       | trying. This is the dream for anyone who wants fair games.
        
         | cortesoft wrote:
         | I agree with you, but I think the best solution is just to let
         | people run the game without anti-cheat, but they can only play
         | with other people who also opt-out of anti cheat (or choose to
         | allow themselves to be matched with people who opt-out).
         | 
         | Then people can choose to either accept they have to install a
         | rootkit anti-cheat, or want to risk facing cheaters in return
         | for not having to install the anti-cheat.
        
         | nottorp wrote:
         | > If you are a casual who doesn't care about game integrity,
         | you probably aren't the target audience.
         | 
         | Friendly reminder. 90% of games are not competitive multiplayer
         | and don't need any anti cheat to be enjoyable.
         | 
         | My main entertainment is video games and books (no TV) in equal
         | proportions so I'm far from "casual". I play zero competitive
         | multiplayer due to the "communities" being invariably toxic.
         | 
         | Last time I played something like that it was Starcraft 2 when
         | it was new. Enjoyed being called a stupid noob when I won.
        
           | simoncion wrote:
           | Yeah. I've found a nearly 1:1 correlation between "Does it
           | try hard to be 'competitive' or an 'e-sport'?" and "Is a huge
           | section of the playerbase just godawful toxic assholes?".
           | 
           | As the years ground on, I've learned to avoid games billing
           | themselves as an "e-sport" or indicating that they are
           | extremely focused on the "competitive" scene, unless there's
           | something _very_ compelling to offset the asshole players
           | that will inevitably be pulled in.
        
         | kgwxd wrote:
         | I wouldn't be able to enjoy life with the knowledge there's a
         | rootkit installed on my machine, developed by the same people
         | that make video games, and hate all levels of accountability,
         | riddled with vulnerabilities that could grant an attacker the
         | same ridiculous level of permissions.
        
       | nicman23 wrote:
       | nah thanks. i remember my vista install getting destroyed by
       | securom
        
       | kgwxd wrote:
       | It's a perfect litmus test as far as I'm concerned. If a company
       | believes it's ok to put things like that on my machine, I don't
       | want them anywhere near it, even if they were to "compromise" to
       | work on Linux. Relying on a users machine to snitch on them is
       | dumb at every level. Fix your hearts or die.
        
       | miroljub wrote:
       | I cant believe some people still insist calling it GNU/Linux.
        
       ___________________________________________________________________
       (page generated 2025-12-01 23:01 UTC)