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MrDrMcCoy 5 hours ago

Personally, I hope that corporate rootkits will never be permitted on Linux in any form. Game studios need to learn that anticheat needs to live on the server side where it belongs.

jsheard 4 hours ago | parent [-]

Easier said than done for some genres, unfortunately. To catch things like aim assistance from the server-side you'd have to resort to handwavy statistical analysis and somehow thread the needle between catching well-crafted aimbots, but without accidentally banning legitimate players under any circumstances, even if they're extremely skilled and/or lucky.

It's been tried but I don't think it's ever been very successful. The Battlefield series used to use Fairfight, which is based on server-side heuristics, but they ultimately gave up on it and switched back to client-side detection for the more recent games.

asmor 3 hours ago | parent | next [-]

Cheating creates two problems. Obvious cheats aiming to upset other players and subtle cheats that don't want to be noticed as such. Now, I'm not saying it doesn't matter if people cheat as long as nobody notices or that competitive integrity is not important, but the first category is a much more immediate threat for most games and easy to detect. On a server analyzing locally recorded sampled demos.

MrDrMcCoy 4 hours ago | parent | prev [-]

That statistical analysis with post-facto game recordings could be pretty accurate, and needn't result in bans. In fact, I think banning cheaters is dumb. Instead, we should weight matchmaking algorithms to put cheaters all on the same servers. If they want to cheat, why not let them cheat against each other?

jsheard 4 hours ago | parent | next [-]

Mistakenly hellbanning legitimate players wouldn't be much better than banning them outright. Either way you've got a justifiably angry customer.

cindyllm 4 hours ago | parent | prev [-]

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