- cross-posted to:
- linux_gaming@lemmy.world
- cross-posted to:
- linux_gaming@lemmy.world
EA needed a scapegoat it seems
well shiet 😂 seems i got unexpected +80gb storage space again, let’s see which indie studio will get a new customer. bye EA
80gb is potentially a shit load of indie games. These AAA games are fucking huge.
The finals maybe?
Would be interesting to know why some people downvoted this comment, if they think there’s some reason to not play The Finals on Linux. I’ve only done the tutorial so far, and the gameplay seems somewhat similar to Apex, it’s also f2p, and uses EAC so currently no issues with anti-cheat. Might not look like an indie game but it feels like a decent alternative to Apex.
As someone on Mastodon wisely pointed out: There aren’t enough Linux gamers to invest resources in supporting them properly, but there are enough using it to cheat to actively block them?
It seems like BS eh. Other folks I’ve seen are suggesting its just because they want to ditch easy anti-cheat to go with EA anti-cheat which (apparently) is windows only with no plans to develop for linux.
Seems like my “fuck EA I’m not giving them money ever again” policy is beginning to pay off :)
If you can’t accept business plans that make a little less profit to include sufficient human moderation to avoid heavyhanded kernel level anti cheat - you shouldn’t be in the fucking publishing business, you greedy weasels.
I’m so torn about stories like this and GTA online. Because on one hand, people play these games, and people won’t switch to Linux if they can’t play them.
But on the other hand, I just cannot give a single fuck about live service trash like this. I struggle to understand how people play
gamesproducts like these, and I absolutely don’t understand why anyone would waste their time cheating in them. And yet they’re absurdly popular.Despite gaming being such a big hobby for me, I feel so disconnected from what the average gamer values.
Used to play Apex Legends a lot, so could give some reasons why.
A core part of Apex’s monetization is “keep the core gameplay F2P accessible and make super expensive skins for those who can pay”. The game would put items worth around 300$ multiple times in a single season. After that as long as the gameplay’s solid; F2P players wouldn’t find a reason to not play; and whales could flex their 300$ death box to all these players interacting with them. Hell, give F2P players tasks that take too long to unlock new skins; and maybe they’ll toss a few bucks in too. You’ve got yourself a neat money loop, and players are happy.
As for cheating; most people i see cheating does it as a way of doing the unexpected in a video game. Cheating is not enjoyable to most if you do it all the time; but the cheat providers offer cheats with shorter time spans to hook the people that want to do just that. I recall an interview done with a cheat developer for a different yet similarly popular game, and they’ve said most of their sales come through these.
I occasionally think back to Rocket League, which I loved in its earlier days. I put close to 100 hours into it, which is a lot for one game for me. Then they added lootboxes, leaned harder into the competitive space, and just completely sucked the soul out of it. And yet it’s still hugely popular.
I just don’t get it.
Anti-cheat is an arms race. We just find ourselves at a point where the arms race has progressed to the point where the best known strategy for securing a play session means ostracising custom hw/kernel configurations.
But I have to think it’s only a matter of time before even that’s not enough, (since there already exist ways around kernel level anticheat, including AI-based techniques that are entirely undetectable).
My guess is the logical conclusion involves a universal reputation based system, where you have an account with some 3rd party system (maybe VAC) that persists across all games you play. It will watch your gameplay, and maintain a (probably hidden) “risk of cheating” score. Then matchmaking for each game will use this score to always pair you against other accounts with a similar score.
Actually, it might not be a “risk of cheating” score so much as a “fun to play with” score. From a gameplay perspective, it’s just as fun to play against a highly skilled non-cheating human, as it is a bot that plays identically. But it’s less fun to play against a bot that uses info or exploits that even the best non-cheating players don’t have access to (ex. wallhacks). So really, the system could basically maintain some playstyle-profile for each player, and matchmaking wouldn’t be skill-based, but rather it would attempt to maximize the “fun” of the match-up. If a player is constantly killing people unrealistically fast, or people who play with them tend to drop early, this would degrade their “fun” score and they would tend to be matched only with other unfun players.
I think this would be the only practical way to fight cheating without even more invasive methods that will involve just deanonymizing players (which I think some studio will inevitably try in the near future).
That would’ve hit hard if they didn’t got my EA Account stolen via fraudulent support tickets a few months ago.
The cheaters and cheat developers will just move to Windows, and the legitimate Linux users will quit. I don’t see the upside, this doesn’t solve the problem.
A YouTuber explained it as follows:
On Linux, Anti cheat runs on the user level. The cheaters are on Windows and spoof their OS as Linux, so they can run anti cheat on the user level, not flag as suspicious and then run kernel level cheat software.
I have no technical knowledge myself, have no idea of this is true and will not be able to answer questions about this.