Man, that sounds familiar. I gave up on Escape from Tarkov for the same reason.
Comment on Rockstar Games DDoSed Heavily By Players Protesting New AntiCheat Code
jonne@infosec.pub 1 month agoEh, I was playing it on steam deck, GTA online was just not worth it with all the cheating anyway.
Wrench@lemmy.world 1 month ago
jonne@infosec.pub 1 month ago
It’s just ridiculous the stuff you see that should be easy to catch with basic server scripts. Players conjuring money and vehicles out of thin air, moving impossibly fast, vehicles/players with seemingly unlimited hit points, etc. You could easily catch that shit on the server side and ban the cheaters, but instead they go for the most invasive client side shit.
Sure, if you want to stamp out stuff like aim bots and whatever eventually you’ll need to look at the client side of things, but in a decade they didn’t seem to do anything at all.
Soggy@lemmy.world 1 month ago
That kind of stuff catches legitimate users all the time. In Rust for example it’s common to get kicked for “fly hacking” while jumping on vehicles. The more open-ended the game the more weird edge cases become very relevant. Especially if it has a halfway decent physics sim. Tons of ways to give players weird velocities. Then it has to account for the variance ping introduces…
Some stuff, yeah. Should be easy to check if a player has too much HP. But spoofed communication between the client and server is a tough nut to crack when you can only see what the client wants you to see. Keeping everything server-side would help but that introduces latency to every input, unacceptable for anything even moderately paced.
All thay said, it would be a lot easier to swallow the “necessary evil” argument if it actually fucking worked.
flashgnash@lemm.ee 1 month ago
I’m pretty sure there’s not a valid reason for players to be able to spawn giant Ferris wheels in people’s garages, that seems like a fairly easy one to test for
Buttons@programming.dev 1 month ago
Use a more holistic approach. Combine heuristics like the average speed and aim hit percentage with reports from other players.
Review player reports, if a player makes a false allegation in their reports, mark that player as having less reliable reports. If a player reports someone who turns out to be a definite cheater, mark whoever reported the cheater as having more reliable reports. Etc etc.
Aceticon@lemmy.world 1 month ago
Server-side checks cost processing power and memory hence they need to spend more on servers.
Client side kernel-level anti-cheat only ever consumer resources and cause problems to the actual gamers, not directly to Rockstart’s bottom line.
If Rockstar’s management theory is that gamers will endure just about any level of shit and keep on giving them money (a posture which, so far, has proven correct for just about every large game maker doing that kind of shit) then they will logically conclude that their bottom line won’t even suffer indirectly from making life harder for their existing clients whilst it will most definitelly suffer if they have more server costs due to implementing server side checks for cheating.
ysjet@lemmy.world 1 month ago
Because it’s cheaper than actually implementing working anti heat instead of just stealing control of your computer and leaving gaping vulnerabilities on it.
After all, why would they care? It’s not their computer.