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zaptheimpaler 2 hours ago

Sorry but you're just old IMO :) PUBG or Arc Raiders have over 100 players in a game. Even Valorant or League have 10 players in a match. It's definitely not easy to find 9 friends to play the same game at the same time as you. And playing any of these games with a cheater can completely wreck the match. If the cheaters go unchecked, over time they start to dominate games where like 30% might be cheaters who can see through walls and insta headshot you and the entire multiplayer mode of the game is ruined. Even worse some cheaters are sneaky, they might have a wallhack or a map showing all players but use it cautiously and it can be quite hard to prove they're cheating but they build up a huge advantage nonetheless. Most of us are happy to have effective anti-cheat, and it's not forced upon us. I understand the tradeoff to having mostly cheater-free games is having to trust the game maker more and am fine with that. Riot for example is quite transparent about what their anti-cheat does, how it works and I don't consider it "malware" anymore than I consider a driver for my graphics card to be "malware" even if they do operate in kernel mode.

novok 11 minutes ago | parent | next [-]

I play a lot of dota 2 and never really notice anything that is obvious cheat wise. IMO league would probably be fine to do valve level anti cheat, it's even a less twitchy of a game than dota.

FPSs can just say 'the console is the competitive ranked' machine, add mouse + keyboard support and call it a day. But in those games cheaters can really ruin things with aimbots, so maybe it is necessary for the ecosystem, I dunno.

Nobody plays RTSs competitively anymore and low-twitch MMOs need better data hiding for what they send clients so 'cheating' is not relevant.

We are at the point where camera + modded input devices are cheap and easy enough I dunno if anti-cheat matters anymore.

ryandrake 19 minutes ago | parent | prev | next [-]

> Most of us are happy to have effective anti-cheat

I could almost get on board with the idea of invasive kernel anti-cheat software if it actually was effective, but these games still have cheaters. So you get the worst of both worlds--you have to accept the security and portability problems as a condition for playing the game AND there are still cheaters!

ndriscoll 2 hours ago | parent | prev | next [-]

This was never an issue 20 years ago when we had 64 player servers, but the 64 player servers also generally had a few people online with referee access to kick/ban people at any given time. That seemed like it worked well to me.

ThatPlayer an hour ago | parent | next [-]

It was still an issue enough that some developers made BattlEye for anti-cheat 20 years ago for Battlefield games. It's still one of the more popular anticheats today.

Other games did similarly. Quake 3 Arena added Punkbuster in a patch. Competitive 3rd party Starcraft 1 server ICCUP had an "anti-hack client" as a requirement.

sylens 2 hours ago | parent | prev | next [-]

That's really the paradigm shift - communities were self-organizing and self-moderating before. Now game publishers want to control all aspects of the online experience so they can sell you content and skins, so that means matchmaking and it means they have to shoulder the moderation burden.

eru an hour ago | parent [-]

The barrier to entry has also dropped a lot and the market has broadened.

It's a bit like complaining that these days people just want to watch TV, instead of writing and performing their own plays.

theshackleford 42 minutes ago | parent | prev [-]

Some real rose tinted glasses here.

Fr0styMatt88 2 hours ago | parent | prev [-]

Really good points about big games and your comparison to graphics card drivers is pretty convincing. Changed this old-timer’s mind a bit.