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submitted 10 months ago by mr_MADAFAKA@lemmy.ml to c/linux_gaming@lemmy.ml
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[-] dan1101@lemm.ee 54 points 10 months ago

It's frustrating how much trouble people will go to to cheat in a game that's supposed to be fun.

[-] Perfide@reddthat.com 38 points 10 months ago

Most of the fun for the people breaking anti-cheat is the actual breaking of anti-cheat, not the cheating itself. It's the script kiddies who use the already completed work with little to no effort involved who are doing most of the actual cheating.

[-] trashgirlfriend@lemmy.world 6 points 10 months ago* (last edited 10 months ago)

Most of the fun for cheat devs (that sell cheats) is the thousands they get off of children and neckbeards paying stupid amounts for their cheats.

[-] littlebluespark@lemmy.world 3 points 10 months ago

Ironically enough, those that sell cheats are more often cheating the cheat devs that wrote the script in the first place, not being able to do so on their own.

[-] dan1101@lemm.ee 2 points 10 months ago

Yeah I could see the appeal of breaking the anti-cheat code. But the actual cheaters find the cheats, often pay for them, install what could easily be malware, and take the risk of getting banned for using them. I don't get the appeal.

[-] 30p87@feddit.de 13 points 10 months ago

It's much more frustrating to see "anti cheat" and game developers forcing us to install a bad OS and a rootkit, for the benefit of fewer 10 year olds cheating. How about you develop server side anti cheat, instead of slowing down games by 25%?

[-] filcuk@lemmy.zip 4 points 10 months ago

Cheats are too sophisticated for that. Server doesn't have enough data. It's getting to the point where even the client might not, by using a 2nd device with image recognition for example.

[-] ampersandrew@kbin.social 3 points 10 months ago

They've all got server side anti cheat too.

[-] Cethin@lemmy.zip 1 points 10 months ago* (last edited 10 months ago)

Server side AC is there to stop people doing actions that are impossible, not to stop possible actions from being automated. Server AC can stop people from moving too quickly, for example. The server knows your position, velocity, and the amount that velocity can change in a tick. It can prevent anything from going above this. It can't tell if you clicked on someone's head really quickly, or accessed memory you shouldn't be allowed to access.

[-] vintageballs@feddit.de 2 points 10 months ago

Which, as this video shows, client side AC can't either. So there is absolutely 0 benefit to these invasive solutions, effectively making Server side AC the only sensible solution to game developers who are actually interested in safety (instead of syphoning of user data)

[-] Cethin@lemmy.zip 1 points 10 months ago

Pretty much every game has server side AC. They aren't mutually exclusive. I'm certain Valorant is varifying data on the server and not accepting any packets a user sends without question.

[-] ColdWater@lemmy.ca 7 points 10 months ago

More like to flex their programing skill

this post was submitted on 21 Jan 2024
314 points (98.8% liked)

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