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Re:Keyhole – Forge own Windows Store licenses by dist-epoch on Saturday September 07, 2024 @07:23AM (#41473252)
Let me tell you a secret: it's because the gamers are demanding that. The game companies couldn't care less if there are cheaters in the game, but it's the players which put huge pressure on the game companies to detect and ban cheaters.
Re:Keyhole – Forge own Windows Store licenses by choo-t on Saturday September 07, 2024 @07:51AM (#41473362)
> Let me tell you a secret: it's because the gamers are demanding that.

Citation needed.

Whose these gamers ? I surely didn't ask for this neither any of the gamers I know, nor seen any demand about that in gaming forums.

> The game companies couldn't care less if there are cheaters in the game, but it's the players which put huge pressure on the game companies to detect and ban cheaters.

The jump from this to "requiring TPM" is quite a long one.

Re:Keyhole – Forge own Windows Store licenses by dmonitor on Saturday September 07, 2024 @08:19AM (#41473501)
Cheating in online games (especially ones that are free) is so absurdly rampant and disruptive that you can sell gamers just about anything if it can meaningfully deter cheaters. Every now and then a Youtuber will say “kernel level anti-cheat is bad for [reasons]” and gamers will pretend to care about it until the video leaves the “For You” page.
Re:Keyhole – Forge own Windows Store licenses by throwaway48476 on Saturday September 07, 2024 @12:08PM (#41474651)
Because a root kit is the only way to do anti cheat? CS2 ban wave begs to differ.
Re:Keyhole – Forge own Windows Store licenses by wredue on Saturday September 07, 2024 @12:27PM (#41474749)
I haven’t played valorant, so I don’t know about them, but what I can say is that definitely other anti-cheats are highly ineffective (VAC being one that is highly ineffective), with blatant cheaters going years without ever being caught.

Hell, blatant cheaters literally stream themselves cheating and their own communities do not recognize the cheating till the stream makes a mistake and selects the wrong scene. This also means that VAC methods of sending footage to random players is ineffective, as some streamers who are very obviously actually cheating do so in front of tens of thousands of people, and those people do not recognize the obvious cheating happening.

We also know game companies don’t care about cheating, as activision admitted in their lawsuit that they leave cheaters on a safe list so long as the cheaters have any semblance of an audience streaming.

Re:Keyhole – Forge own Windows Store licenses by throw10920 on Saturday September 07, 2024 @01:22PM (#41475045)
> activision admitted in their lawsuit that they leave cheaters on a safe list so long as the cheaters have any semblance of an audience streaming

That is absolutely wild, and completely characteristic of Activision.

Do you have a link that I can share with my CoD-playing friends?

Re:Keyhole – Forge own Windows Store licenses by wredue on Saturday September 07, 2024 @05:32PM (#41476611)
https://www.charlieintel.com/call-of-duty-warzone/activision...

It really doesn’t even take that many viewers. Zemie, for example, is a straight up cheater that runs a button activated aimbot and wall hacks. He only averages a couple thousand viewers and is safe listed by a number of game companies.

Re:Keyhole – Forge own Windows Store licenses by MSFT_Edging on Saturday September 07, 2024 @12:29PM (#41474759)
I personally stopped playing CS because my friends started using an alt-launcher to avoid cheaters, which added a whole layer of complication that made the game undesirable. Ban waves aren't perfect but in my limited experience, cheaters weren't that rampant, in others experience it became intolerable.
Re:Keyhole – Forge own Windows Store licenses by talldayo on Saturday September 07, 2024 @12:18PM (#41474706)
That's not the gamers asking, though. In this instance they're being taken advantage of because they have maligned priorities, and being sold an over-the-top solution they don't need. You can still detect process injection, memory injection, sketchy inputs, HID fuckery, DRM cracking, host emulation and input macros without ever going kernel-level.

Truth be told, if the exploiter-class of your game would even consider a kernel-level exploit, your game is fucked from the start. Seriously, go Google "valorant cheating tool" and your results page will get flooded with options. You cannot pretend like it's entirely the audience's fault when there are axiomatically better ways to do anticheat that developers actively ignore.

Re:Keyhole – Forge own Windows Store licenses by eezurr on Saturday September 07, 2024 @08:11AM (#41473464)
Go on steam and look at the recent reviews for older but still popular fps games. Gamers complain about cheaters constantly and will negatively review games cause of it
Re:Keyhole – Forge own Windows Store licenses by choo-t on Saturday September 07, 2024 @08:51AM (#41473653)
They're demanding a way to handle or ban cheater, not requiring TPM, that's a non sequitur.
Re:Keyhole – Forge own Windows Store licenses by brookst on Saturday September 07, 2024 @10:05AM (#41474015)
There is no technical way to prevent cheating in advance without secure boot. Gamers aren’t saying they want lots of cheaters but they should be banned eventually, they are saying they want to play games without cheaters.
Re:Keyhole – Forge own Windows Store licenses by choo-t on Saturday September 07, 2024 @10:17AM (#41474068)
You cannot "prevent" cheating, you can at best mitigate it, it's a balance.

There plenty of way to mitigate cheating in game, but the game industry is focusing on the ones where they don't bear the cost and only the customer will (and this view is in part due to the model of F2P games, where banning cheater is useless as it doesn't cost them anything to create a new account).

Letting game developer having complete control and spying on the device playing the game is fine in a physical tournament were they provide the device, but it's insanity when it's the user own device in its home.

Re:Keyhole – Forge own Windows Store licenses by user_7832 on Saturday September 07, 2024 @10:28AM (#41474124)
> There is no technical way to prevent cheating in advance without secure boot.

I'm not really sure I buy this. I can't really give a way that can guarantee no cheating but I know for example games like Genshin Impact run almost all the code (dmg calculation etc) server-side. Perhaps something that's an extension of Geforce Now might be the best "anti-cheat" technically speaking.

Re:Keyhole – Forge own Windows Store licenses by jprete on Saturday September 07, 2024 @10:49AM (#41474220)
To run anti-cheat in that way, you need all game mechanics to be run server-side, and you need to not let the client ever know about something the player should not know - e.g. in a first-person shooter you need to run visibility and occlusion on the server too! Otherwise the cheating will take the form of seeing through walls and the like. This is going to boost the cost of the servers and probably any game subscription, and might lead to bandwidth or latency problems for players - just to avoid running any calculation that is relevant to game balance on player hardware.
Re:Keyhole – Forge own Windows Store licenses by choo-t on Saturday September 07, 2024 @10:57AM (#41474260)
Well yeah, that's the correct way to run a server, don't send information you don't want the user to get.

But as you are pointing out, forcing client-side intrusive anti-cheat is cheaper, thus this as nothing to do about preventing cheating, but about reducing cost.

Re:Keyhole – Forge own Windows Store licenses by Rohansi on Saturday September 07, 2024 @11:27AM (#41474422)
It's not just about cost. Theoretically yes, you shouldn't send information that you don't want users to get and abuse. However, in the context of games, this is not always possible because most games are realtime and need to tolerate network latency. There is no perfect solution - there will always be tradeoffs.

Ideally player A shouldn't be networked player B if there is a wall between them but what happens when they're at the edge of the wall? You don't want them to pop in so you need some tolerance. But having that tolerance would also allow cheaters to see players through walls near edges. Or your game design might require you to hear sounds on the other side of the wall (footsteps, gunshots, etc.) which allows cheats to infer what what may be behind the wall better than a person would.

Re:Keyhole – Forge own Windows Store licenses by choo-t on Saturday September 07, 2024 @11:44AM (#41474528)
> Or your game design might require you to hear sounds on the other side of the wall (footsteps, gunshots, etc.) which allows cheats to infer what what may be behind the wall better than a person would.

Yes, and you cannot prevent this except in in-person tournament.

Any output send toward the player, even a faint audio queue could be analyzed, and use to trigger an action or display an overlay to the screen, and no amount of kernel-level stuff will prevent that, as you can do this outside of the computer running the game.

Re:Keyhole – Forge own Windows Store licenses by dumbo-octopus on Saturday September 07, 2024 @11:04AM (#41474301)
The end state of your argument is the game runs entirely on hosted hardware and you pay for a license to stream the final rendered output to your monitor. This is already happening. Soon games won’t be able to be “bought” at all, you’ll just pay the server a number of dollars per hour for the privilege of them letting you use their hardware.

You will own nothing and like it.

Re:Keyhole – Forge own Windows Store licenses by choo-t on Saturday September 07, 2024 @11:35AM (#41474484)
Making occlusion calculation sever-side during multiplayer have nothing to do with "owning" a game or not.

You can even do this calculation on community-run private server.

Re:Keyhole – Forge own Windows Store licenses by dumbo-octopus on Saturday September 07, 2024 @11:52AM (#41474568)
If all surfaces are fully opaque, maybe. The second particle effects and volumetric effects and all sorts of advanced techniques play a role in actual gameplay, no. And that’s only for this one type of cheating.
Re:Keyhole – Forge own Windows Store licenses by candiddevmike on Saturday September 07, 2024 @11:02AM (#41474290)
Back in my day we all played on private, community ran servers where you could easily vote to kick/ban folks, the server owner was your buddy, or you played with people you trust.

Now everything is matchmaking, private servers, live service and that sense of community is gone.

Re:Keyhole – Forge own Windows Store licenses by card_zero on Saturday September 07, 2024 @11:38AM (#41474500)
Why isn't it still like that? Don't players want small communities?
Re:Keyhole – Forge own Windows Store licenses by choo-t on Saturday September 07, 2024 @12:16PM (#41474695)
lot of thing happened, 6th gen consoles started a new way of using online games (no keyboard, no third party chat/vocal, no group chat out of game, no private server), then the industry pivoted away from private server to have more control on their games, then the whole F2P economy then GaaS took any agency out of players hands.
Re:Keyhole – Forge own Windows Store licenses by reisse on Saturday September 07, 2024 @12:22PM (#41474721)
It's very hard to gather full teams (usually 10 persons) in a small communities. Public matchmaking gives an opportunity to start a game in a minute from clicking "play", regardless of how many people you have at hand right now.

Small communities still exist, it's just that vacant places are now filled with strangers.

Re:Keyhole – Forge own Windows Store licenses by account42 on Monday September 09, 2024 @06:53AM (#41487213)
You can't effectively sell skins if the players are in control of the servers.
Re:Keyhole – Forge own Windows Store licenses by beeboobaa3 on Saturday September 07, 2024 @11:00AM (#41474277)
There's no way secure boot totally prevents cheating, either. It just moves the goalpost a little, cheating will always be possible.
Re:Keyhole – Forge own Windows Store licenses by _flux on Saturday September 07, 2024 @02:20PM (#41475436)
The goalpost just needs to be moved further than is economically interesting for cheaters in general to reach.

Perhaps secure boot by itself isn't enough, but I would imagine it would be a relatively large bump, when combined with a kernel-level anti-cheat. I presume such anti-cheats would e.g. disable the debugger access of game memory or otherwise debugging it, accessing the screen contents of the game or sending it artificial inputs.

What vectors remain? I guess at least finding bugs in the game, network traffic analysis, attempting MitM, capturing or even modifying actual data in the DRAM chips, using USB devices controlled by an external device that sees the game via a camera or HDMI capture.. All these can be plugged or require big efforts to make use of.

Re:Keyhole – Forge own Windows Store licenses by 71bw on Monday September 09, 2024 @02:57AM (#41486084)
>Perhaps secure boot by itself isn't enough, but I would imagine it would be a relatively large bump, when combined with a kernel-level anti-cheat

VALORANT also adds TPM to the mix alongside SB and a kernel AC and yet is still trivially easy to cheat in as long as you have a driver you can use. Granted, it needs to be signed (=financially unreachable by a big part of the community), but if stubborn enough...

Re:Keyhole – Forge own Windows Store licenses by RHSeeger on Saturday September 07, 2024 @09:38AM (#41473882)
You're being disingenuous here, or just missing the point. The point being made was the gamers are demanding game developers stop cheaters... and that secure boot (and related ways to lock down the computer) is one of the primary tools they know to use to do that.
Re:Keyhole – Forge own Windows Store licenses by choo-t on Saturday September 07, 2024 @10:22AM (#41474099)
> The point being made was the gamers are demanding game developers stop cheaters... and that secure boot (and related ways to lock down the computer) is one of the primary tools they know to use to do that.

That's akin to saying that, as people want security on the street, mandatory strip search as soon as your exit your home is fair game.

Asking for a result doesn't give a blank-check for all the measures taken toward this result.

Re:Keyhole – Forge own Windows Store licenses by RHSeeger on Saturday September 07, 2024 @11:34AM (#41474476)
I agree, but it doesn't change the fact that it's one of the primary reasons they're doing it. And "strip searches on the street" may not happen, but "Stop and Frisk" certainly is/was. And it was very much done because people were complaining about crime and safety. And it was done regardless of whether or not it was right, or effective, or even legal.
Re:Keyhole – Forge own Windows Store licenses by HideousKojima on Saturday September 07, 2024 @03:34PM (#41475913)
The real solution is letting players host their own servers and build their own communities of players they trust, but corps don't like giving that kind of freedom to users
Re:Keyhole – Forge own Windows Store licenses by realusername on Saturday September 07, 2024 @08:18AM (#41473496)
There's cheaters even on consoles which are vastly more locked-down than a PC.

Those technical shenanigans clearly aren't working, be ready to be disappointed if you thought that a TPM would help against cheaters. Cheaters always find a way, what those game needs is proper moderation.

Yes that does cost money but that's the only known thing that works in the long run.

Re:Keyhole – Forge own Windows Store licenses by brookst on Saturday September 07, 2024 @10:09AM (#41474034)
This seems like the old “any imperfect solution is no better than doing nothing” argument. Moderation is expensive, hard to scale, and can only address problems after other users have bad experiences.

It’s like saying seatbelts are useless because some people still get hurt, so instead of seatbelts we need a lot more ambulances and hospitals.

Like any complex system, games have a funnel. These technical measures reduce (but not to zero) the number of cheaters. Then moderation can be more effective operating against a smaller population with a lower percentage of abuse.

Re:Keyhole – Forge own Windows Store licenses by card_zero on Saturday September 07, 2024 @11:45AM (#41474536)
> It’s like saying seatbelts are useless because some people still get hurt

Alternatively, it's like saying poisoning your customers is a bad way to reduce complaints, because some of them survive. Matter of perspective.

Re:Keyhole – Forge own Windows Store licenses by choo-t on Saturday September 07, 2024 @10:59AM (#41474275)
> This seems like the old “any imperfect solution is no better than doing nothing” argument.

Isn't this the argument used against non-kernel-level anticheat and server-side anticheat in the first place ?

Re:Keyhole – Forge own Windows Store licenses by realusername on Saturday September 07, 2024 @10:31AM (#41474137)
Since the technical measures like TPM are very heavy, there's some better evidence needed that it reduces the number of cheaters, personally I don't buy it.

On the other hand, all the games / servers I've seen which are successful against cheater have some very good moderation.

Re:Keyhole – Forge own Windows Store licenses by vel0city on Saturday September 07, 2024 @11:26AM (#41474417)
Just see Valorent vs Counterstrike. Similar levels of popularity, similar kinds of cheat concepts. One has a kernel level anti cheat and has few cheaters, one doesn't and is overrun by cheaters.

Look at Counterstrike with regular VAC based matchmaking and then with kernel level anti cheat in FACEIT. One is overrun with cheaters and one isn't. It's the same game.

Re:Keyhole – Forge own Windows Store licenses by throwaway48476 on Saturday September 07, 2024 @12:10PM (#41474670)
TPM security is broken on a lot of motherboards too.
Re:Keyhole – Forge own Windows Store licenses by tpxl on Saturday September 07, 2024 @07:41AM (#41473316)
Gamers arent demanding this. There are tons of ways to detect cheaters, the most effective one being human moderation. But no, companies wont do MaNuAl WoRk because it doesnt sCaLe, even though they have more than enough cash in the bank.
Re:Keyhole – Forge own Windows Store licenses by dgellow on Saturday September 07, 2024 @08:29AM (#41473550)
How do you do manual moderation on a massive fast-paced game like Valorant? It’s correct, that doesn’t scale
Re:Keyhole – Forge own Windows Store licenses by scotty79 on Saturday September 07, 2024 @08:47AM (#41473637)
maybe not manual ... but ... log behavior, find outliers, make outliers play with outliers only
Re:Keyhole – Forge own Windows Store licenses by mholm on Saturday September 07, 2024 @10:11AM (#41474046)
This absolutely happens already. The problem with finding statistical outliers is that plenty of legitimate players are outliers too. And if you're banning/segregating players for being outliers, you get a very angry player base.

Riot has a pretty indepth blogpost about their anti-cheat systems, they've had years to mature them on some of the most demanding competitive gaming platforms ever made. Requiring players install kernel anti-cheat was very far down the list of possible solutions, but that's what it came to. It was either this or stop being free to play.

Re:Keyhole – Forge own Windows Store licenses by choo-t on Saturday September 07, 2024 @10:39AM (#41474165)
The server is all-seeing, if there is no way for the server to discriminate cheater from other player, then no player can possibly know there a cheater on the server, thus cannot complain about cheating is either irrational or the server-side detection is severely flawed.
Re:Keyhole – Forge own Windows Store licenses by mjr00 on Saturday September 07, 2024 @11:04AM (#41474296)
> The server is all-seeing, if there is no way for the server to discriminate cheater from other player, then no player can possibly know there a cheater on the server, thus cannot complain about cheating is either irrational or the server-side detection is severely flawed.

It's impossible to tell in-game if a baseball player is using steroids, yet there's a laundry list of banned substances and players who got banned for taking them because the MLB believes it gives them an unfair advantage. It's called competitive integrity.

Since it sounds like you don't play games, at least not competitively, I'll clarify that "cheating" in this case isn't the obvious stuff like "my gun does 100x damage" or "I move around at 100mph" or "I'm using custom player models with big spikes so I know everyone's location" that you would've seen on public Counter-Strike 1.6 servers in 2002. Cheating is aim assistance that nudges your cursor to compensate for spray patterns in CS, it's automatic DPs and throw breaks in Street Fighter 6 that are just at the threshold of human reaction timing, it's firing off skillshots in League of Legends with an overlay that says if it's going to kill the enemy player or not. All of this stuff is doable by a sufficiently skilled/lucky human, but not with the level of consistency you get from cheating.

Re:Keyhole – Forge own Windows Store licenses by choo-t on Saturday September 07, 2024 @11:29AM (#41474431)
> It's impossible to tell in-game if a baseball player is using steroids, yet there's a laundry list of banned substances and players who got banned for taking them because the MLB believes it gives them an unfair advantage. It's called competitive integrity.

This is relative to meat-space, not videogame, but we could go there and say caffeine or Adderall use is cheating, thus making anti-cheat a little more invasive…

And there another difference, you're referring to professional sport. I have no problem with invasive anti-cheat for professional gamer, even better it the gaming device is provided by tournament organization.

But we're talking about anti-cheat used for all players, akin to asking people playing catch in their garden or playing baseball for fun an the local park to take a blood sample for drug test.

> All of this stuff is doable by a sufficiently skilled/lucky human, but not with the level of consistency you get from cheating.

That's the point, there no difference for the other players between playing against a cheater and playing against a better player. Any ELO-based matchmaking will solve this, cheater will end-up playing against each-other or against very skilled player.

You could argue that they could create new account or purposely cripple their ELO ratting, but this is the exact same problem as smurfing.

Re:Keyhole – Forge own Windows Store licenses by mjr00 on Saturday September 07, 2024 @11:43AM (#41474524)
Many games have ranked ladders now which are taken fairly seriously. Success at high levels of ladder player often translates into career opportunities, especially in League of Legends.

> Any ELO-based matchmaking will solve this, cheater will end-up playing against each-other or against very skilled player.

Well, first, you're wrong, because cheating only makes them good at one part of the game, not every part of the game. e.g. in League of Legends, a scripting Xerath or Karthus who hits every skillshot is going to win laning phase hard. However, scripting isn't going to help if they have bad macro and end up caught out in the middle of the game, causing their team to lose. Most cheaters don't end up at the top of the ladder, they end up firmly in the upper-middle.

Secondly, you're basically saying "cheating is OK because they'll end up at the top of the ladder." You don't realize how ridiculous this sounds?

Third, ranked and competition aside, playing against someone who's cheating isn't fun, even if you end up winning because they make mistakes that their cheats can't help them with.

You don't play competitive games, that's fine, but a lot of people do and they demand more competitive integrity than casual players.

Re:Keyhole – Forge own Windows Store licenses by choo-t on Saturday September 07, 2024 @11:58AM (#41474608)
> You don't play competitive games, that's fine, but a lot of people do and they demand more competitive integrity than casual players.

Little difference : I don't play competitive game with completes strangers on company run servers.

I've played competitively on community based server, with people being screened by other players and the community able to regulate itself (ban or unban players).

The problem space is vastly different, you don't need intrusive ring 0 anti-cheat for this.

The whole kernel-level anticheat stuff is a poor solution to a self-made problem by the developer : they wanted to be the one in charge of the game and servers, so they needed to slash human moderation need. They also wanted to create a unique pool of player and didn't want the community to split between itself and play how they want.

Re:Keyhole – Forge own Windows Store licenses by mjr00 on Saturday September 07, 2024 @02:47PM (#41475619)
> Little difference : I don't play competitive game with completes strangers on company run servers.

People don't consider playing around with your friends to be competitive. You don't get to choose who else is competing in the game or what strategies they use. This is just an area that you are clearly not familiar with.

> The whole kernel-level anticheat stuff is a poor solution to a self-made problem by the developer : they wanted to be the one in charge of the game and servers, so they needed to slash human moderation need. They also wanted to create a unique pool of player and didn't want the community to split between itself and play how they want.

This wasn't self-made by the developer, it was demanded by the players. Competitive games have almost exclusively moved to online, skill-based matchmaking with a ladder system because that's what players want.

Re:Keyhole – Forge own Windows Store licenses by choo-t on Saturday September 07, 2024 @03:52PM (#41476027)
> People don't consider playing around with your friends to be competitive.

I didn't say friends. Please don't modify my argument to refute it.

> You don't get to choose who else is competing in the game or what strategies they use.

I, as a single player, no, but us, as a community, yes, and it's the same for any game or sport, different group run different tournament with different rules about who play and how.

> This is just an area that you are clearly not familiar with.

Please refrain to use ad hominem, especially when you have no idea who you are talking with.

> This wasn't self-made by the developer, it was demanded by the players.

I don't know any players who asked for the disappearance of community run server or human moderation, neither that wanted do lose agency on the way they play. I don't they these players doesn't exist, but I don't make gross generality about players.

> Competitive games have almost exclusively moved to online, skill-based matchmaking with a ladder system because that's what players want.

They're not a hive mind, lots of them didn't or doesn't like matchmaking in any form, and even for the ones that wanted it, that doesn't mean developers have to remove other mean of play, like server browser and private server.

Re:Keyhole – Forge own Windows Store licenses by dgellow on Sunday September 08, 2024 @10:58AM (#41480799)
You're basically ignoring the past 30+ years of the gaming and cheating industry. Everybody already does log behaviour, try to find outliers, and have some systems to try to keep cheaters outside from the general player pool. That's what gaming companies have been doing since at least the early Halo days. That has its own set of side effects, such as creating a horrible experience for the most talented and active players — also the ones most likely to stream and advocate for your game, to produce youtube videos to complain about bad experience, and to have a very influential profile in the community.

The state of game cheating has professionalized A LOT, it is extremely competitive and cheating companies produce extremely good quality tools compared to what we had 20 years ago. There is a lot of money to be made, we are at the point where you can just pay a cheap monthly subscription and you get access to actively maintained cheating tools. I know people working on the anti-cheat side, it is a really messy, highly dynamic (the bad actors are constantly adapting), complicated problem that isn't solved once and for all. We are far from the situation where just a few people are using some hacked-together software that will obviously be spotted as cheaters.

Game dev companies (at least US/European ones) have zero interest in developing or paying for kernel-level anti-cheat. That's a massive barrier of entry for the player base and they know this. It's also far from being cheap.

(Note: ignoring geopolitical factors, Chinese companies such as Tencent or Russian companies could definitely have interests in developing kernel-level anti-cheat for information gathering)

Re:Keyhole – Forge own Windows Store licenses by beeboobaa3 on Sunday September 08, 2024 @10:30AM (#41480617)
You limit the amount of matches you host to those you can actually referee, just like any sport where people care about cheating.
Re:Keyhole – Forge own Windows Store licenses by tpxl on Tuesday September 10, 2024 @02:10AM (#41497656)
While there are solutions, I won't comment on Valorant - free to play games are a whole can of worms the companies have nobody but themselves to blame.

I will comment on a game I used to play though: Escape from Tarkov. The game costs somewhere between 40$ and 250$+tax, depending on what pack you buy. Banning cheaters for this game is literally a profit center. Every time you ban a cheater and they re-buy the game, you made at least 40$. The majority of cheating in the game was due to real money trading - cheaters would make in-game millions quickly, sell them, get banned, buy the game again at a profit.

The solution to this is brain-dead simple - more manual moderation (these cheaters are very obvious to spot). What the developers did instead just killed the game.

Re:Keyhole – Forge own Windows Store licenses by heraldgeezer on Saturday September 07, 2024 @07:26AM (#41473263)
But it allows Windows 10 without TPM.
Re:Keyhole – Forge own Windows Store licenses by 71bw on Monday September 09, 2024 @03:09AM (#41486126)
If your account gets flagged for ANY sort of irregular behaviour, you immediately get "upgraded" to requiring TPM and Secure Boot. Been there, done that - a crack for VEGAS Pro I used turned on test signing via registry for whatever reason and VALORANT REALLY didn't like that - and because of the PC I was using at the time that was the end of my VALORANT career.
Re:Keyhole – Forge own Windows Store licenses by bogwog on Saturday September 07, 2024 @10:54AM (#41474244)
Gamers don't want cheaters, but gamers also don't want malware. Some people won't care, others will care. The real problem is that publishers don't give anybody a choice on this. They sneak these invasive anti-piracy measures into their games without asking since they don't want to fragment their player base.

The reasonable, fair, common-sense pro-consumer thing to do is to split the online play in two: a non-anticheat server and an anti-cheat server. Players can opt-in to installing a rootkit/sharing their SSN/whatever if they want to play on the hardened server. This costs nothing, and makes all types of gamers happy.

But doing this has less upside for the publisher than forcing anti-cheat on everyone. The only risk is that they might get dragged through the mud by a handful of influencers peddling impotent rage to viewers who are just looking for background noise while sleepwalking on their Temu dopamine treadmill live service of the month.

Re:Keyhole – Forge own Windows Store licenses by throw10920 on Saturday September 07, 2024 @01:21PM (#41475039)
> The reasonable, fair, common-sense pro-consumer thing to do is to split the online play in two: a non-anticheat server and an anti-cheat server. Players can opt-in to installing a rootkit/sharing their SSN/whatever if they want to play on the hardened server. This costs nothing, and makes all types of gamers happy.

This is a very good point! And I'd like to point out that there is an analogue to the problem of smurfing in online video games, and the corresponding solution, which is to require semi-unique ID to play (e.g. a phone number which can only be tied to one account at a time with a cool-off period when transferring between accounts). Valve does this for Dota 2, and smurfing is far, far less common than it is in League of Legends.

Some League players complain that they don't want to give their phone number to Riot (which is entirely reasonable given that it's a subsidiary of Tencent), but if enough people don't want that, then Riot could simply split the ranked queue into two: one where (soft, ie phone #) identity verification is required, and one where it isn't.

Riot won't do this, though, not because it wouldn't fix the problem (it would, as demonstrated by Valve), but because they profit from smurf accounts buying skins.

Re:Keyhole – Forge own Windows Store licenses by 71bw on Monday September 09, 2024 @02:51AM (#41486049)
>but if enough people don't want that, then Riot could simply split the ranked queue into two: one where (soft, ie phone #) identity verification is required, and one where it isn't.

The phone number requirement is only there if you want to play Clash. Normal ranked play works flawlessly with no number.

Re:Keyhole – Forge own Windows Store licenses by throw10920 on Monday September 09, 2024 @08:11AM (#41487785)
Correct, that's the bad reality that I'm saying needs to be changed, because smurfing is rampant in normal ranked.
Re:Keyhole – Forge own Windows Store licenses by account42 on Monday September 09, 2024 @06:48AM (#41487185)
The problem is also largely caused by publishers/developers wanting live service games instead of providing a complete product that users can then run themselves (with community-hosted servers). This makes the developer responsible for weedng out bad actors and they will of course seek technical means rather than social means which don't scale as cheaply.