As someone who rehosts an old game after the official servers shutdown, we have a dedicated servers for cheating and real moderators for the non-cheat ones. It works great but big corps don’t way to pay for mods.
I also wonder why big companies don’t do it to train ML algorithms on the cheat server data too…
Only if you want to cap the skill limit. Otherwise you would typically have a hand full of players that are genuinely just good or rather far outside the normal skill range. I guess with a lot of data collection one might be able to determine if there was some kind of natual progress or sudden skill jumps, but all in all it could weed out legitimate players.
How much less bullshit PC players are willing to put up with compared to their console counterparts, apparently.
Uhhhh, people install shit like Vanguard just so that they can keep having their mother insulted in the ingame chat.
And many people put up with cascades of different lauchers (and accounts).
So I am glad that there was some push back this time, but it’s not like there would be some sane baseline of PC players in that regard.
Imagine doing this for all kinds of stuff like ads, over priced groceries, other games that required needless launchers.
Just surprising how this works so often and every time there are still people trying to convince everyone to just move on.
If people were capable of choosing long over short term value then the market might be working instead of the shitshow it is right now. IDGI either.
It’s almost as if cheaters ruin hyper competitive games like Valorant. How dare they try to keep the game free from cheaters. The nerve!
As someone who rehosts an old game after the official servers shutdown, we have a dedicated servers for cheating and real moderators for the non-cheat ones. It works great but big corps don’t way to pay for mods.
I also wonder why big companies don’t do it to train ML algorithms on the cheat server data too…
Besides that, statistics is an unbeatable tool against cheaters.
Agreed. For detecting cheaters, statistics work like a Dream
Only if you want to cap the skill limit. Otherwise you would typically have a hand full of players that are genuinely just good or rather far outside the normal skill range. I guess with a lot of data collection one might be able to determine if there was some kind of natual progress or sudden skill jumps, but all in all it could weed out legitimate players.
You can detect the hit ratio for shooters and win rates for games with matchmaking, those are really good indicators for cheating.