• paraphrand@lemmy.world
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      5 months ago

      Wait, what’s the smarter effective way that they are ignoring? Why hasn’t Valve pushed this solution in the name of Linux support improving?

      I have interest in the problem of hacking in social games. And I’m not sure if I’m aware of the smarter solution you alluded to.

        • paraphrand@lemmy.world
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          5 months ago

          I see. So games using something like Photon are out of luck? Dedicated authoritative servers are mandatory?

          It seems like authoritative dedicated servers are out of fashion these days. Especially in the indie scene. But maybe that should change to support more fair multiplayer spaces with less grief from hackers.

          GTAO is the most profitable game in the history of games, and it does not use dedicated authoritative servers. Even though they could afford it.

          And if you are correct, Valve can’t push this solution. They can’t implement it for developers. Valve is shit out of luck with that approach.

          • thatonecoder@lemmy.ca
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            4 months ago

            You can technically implement “client-sided” anti-cheats (as in, anti-cheats running in one client to detect another client’s cheats), although that is trickier than server-sided anti-cheats for sure (for instance, aim and movement checks are much easier to implement client-sidedly than lag checks).