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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 [-]
[deleted]
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.

slumberlust 21 hours ago | parent [-]

Why? I have a hard time imagining anyone would care more about the integrity of the game than the community. Private servers are an IP play, allowing companies to pull the plug completely when it is convenient for them.

vel0city 19 hours ago | parent [-]

Say you've got a game that's specifically designed for 5v5 play. In this game, things become imbalanced and overly chaotic when there's more than that many players, the main game mechanics start to fall apart.

So now let's say you only have private servers. A bunch of 10-seat servers, and each match takes ~30-40 minutes. How does this work in practice? You have servers with like 8 or 9 players sitting around waiting, hoping for someone to join. How long will they sit there waiting? We potentially have hundreds of these partially filled servers waiting for other players to join. Wouldn't it be nice if there was some system that would automatically send people towards your nearly full server? Some kind of...matchmaking system?

How do we ensure somewhat even levels of skill among those players? Some kind of system that tracked past performance against players of other skill levels and could help you find other players around your skill level? Some kind of service to help you find matches, like some kind of...matchmaking service?

Not all games need matchmaking services, I agree. A lot of games do benefit considerably from having matchmaking services.