| ▲ | Akronymus a day ago | ||||||||||||||||
On private/community hosted/moderated servers my experience was that cheating was mostly a non-issue. Only with the advent of forced matchmaking/only official servers and such has it become a real problem. | |||||||||||||||||
| ▲ | ThatPlayer 12 hours ago | parent | next [-] | ||||||||||||||||
You might not have noticed, but that's also where anti-cheats started. All 3rd party anti-cheats started on community servers because well you aren't getting them into official servers easily. And then game developers saw that and integrated it for the users. Quake 3 even had Punkbuster added at some point for example. Plenty of modern community servers still do the same. Face-it servers for Counter-Strike 2 will have additional anticheat, not less. Modded Grand Theft Auto V servers, FiveM, built their own anticheat they call adhesive before RockStar ever added anticheat to the full game, and this prevents it from running on Linux to this day. | |||||||||||||||||
| ▲ | a day ago | parent | prev | next [-] | ||||||||||||||||
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| ▲ | dannersy a day ago | parent | prev | next [-] | ||||||||||||||||
I think this is the answer. You get a lot more false positives, but at least the players can do something about it and aren't at the mercy of devs who can stop support at any time and also are fighting a losing battle. | |||||||||||||||||
| ▲ | iscoelho a day ago | parent | prev [-] | ||||||||||||||||
That's a different type of game entirely. Private/community servers cannot be competitive at the scale of modern competitive games. | |||||||||||||||||
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