So yeah, I want to discuss or point out why I think Valve needs to fix Anti-Cheat issues. They have VAC but apparently its doing jackshit, be it Counter Strike 2 (any previous iterations) or something like Hunt: Showdown the prevalence of cheating players is non deniable. For me personally it has come to a point that I am not enjoying playing those games anymore, although they are great games by itself. But the amount of occurrences being killed or playing against cheaters is at a height, where I don’t see the point anymore.

  • Why I think Valve is the only company able to something against cheaters?

Because they have the tools with VAC already aiming to prevent cheaters. Valve has got the resources to actually invest into something more profound which could be used for any game where anti-cheat protection needs to be implemented. And lastly Valve is the company which is interested in furthering the ability to gaming on Linux, the anti-cheat solution needs to work on both operating systems. Only Valve has the motivation and means to achieve that with their knowledge and resources. What do you guys think about the topic? Is the fight against cheaters hopeless? Do you think some other entity should provide anti-cheat protection, why? I skimmed over “anti cheat in linux kernel” posts in the net, but I have very little knowledge about the topic, what is your stance on it?

Edited: Mixed EAC with VAC. EAC seems to be part of Epic Company. Both of these tools seem unable to prevent cheating like mentioned above.

  • SavvyWolf@pawb.social
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    11 months ago

    Server side anti cheat can’t distinguish good players from aimbots.

    I’ve been thinking about this, and I wonder how accurate this is. I think overuse of all this modern AI nonsense is a problem, but wonder if this might be a good use case for it.

    A big game will probably have huge amounts of training data for both cheaters and non cheaters. An AI could probably pick up on small things like favouring the exact centre of the head or tracking through walls.

    If a user has a few reports of aimbotting, just have this AI follow them for a bit and make a judgement.

    It’ll get it wrong sometimes, but that’s why you also implement a whole appeals process with actual humans. Besides, client side anticheat systems also have a nasty habit of mistakenly banning people for having specific hardware/software configs.

    However, I would like games to come with servers again so you can play games on your own terms

    Please! Not just for anticheat reasons, but also for mods and keeping the game playable when the publishers decide it isn’t profitable.

      • SavvyWolf@pawb.social
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        11 months ago

        I’m a Linux gamer, every few weeks there’s a story in the news about how some random update to anti-cheat ending up banning Linux/Steam Deck users, it’s not a problem unique to AI. AI finding false positives will happen, but that’s where the “human in the loop” appeals process happens.

        Some games do employ new tactics. For example, when the game suspects you’re cheating, it’ll spawn fake opponents only you can see and check if you try to interact with them. This will defeat most wallhacks and maybe even a few aimbots.

        This is the kind of cool things that they should be doing! Try new and interesting things instead of trying to brute force anti-cheat by putting restrictions on what people can do with their computers and forcing a narrative where cheaters only exist because you weren’t strict enough.

    • tal@lemmy.today
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      11 months ago

      However, I would like games to come with servers again so you can play games on your own terms

      Please! Not just for anticheat reasons, but also for mods and keeping the game playable when the publishers decide it isn’t profitable.

      The problem is that having an essential component of the game run on servers that only the publisher has access to is also a pretty effective way to do DRM, so they’ve got a pretty strong incentive not to do that. It’s a lot easier to ensure that someone paid for an account on publisher-run servers than that someone paid for a copy of the server and client binaries that they are in possession of.