How would that conversation go Sox?I am ready to talk to ftc.
When I said that it was up tot he user who owns the server to police their servers, I meant from a GM perspective. All of the anti-cheat software built in to the game would only deliver data to the company's servers and setup flags for the server owner to use if they chose to use it. In other words, if the company put in anti-cheat code to detect if you are using MQ2 (as an example for Everquest), all the owner of the server would be able to see is that XYZ account has been flagged for using MQ2 on xyz date/time. They would have no access to any of the raw data from the players computer.Old school FPS games (Quake, Half-Life etc.) used to work this way, which is how things like CTF, Team Fortress and Counterstrike could even develop. But then you had to have a "server browser" like GameSpy, and people also hated the local server admin powertripping and accusing everyone of cheating that was better than him.
Since then even FPS titles like Battlefield have moved to some form of permanent progression, and you can only do that on "officia"l servers. Which killed private servers. You can only rent servers from accredited server providers.
Modern anti-cheat mechanisms include scanning the user's computer. For example Blizzards watchdog scans the titles of the windows that are open while you play. Even old school games like EverQuest scan which DLL files get injected into the game process, which is how Daybreak bans people who try to use MQ2 on progression servers. This can ramp up on the technical scale to full-fledged rootkit level of anti-cheat systems, e.g. with Valorant.
I sure as hell wouldn't want any private server operator to collect any data from my computer.
That also lets me know he's never played BDO and seen how long people stay in camps, there. "I FINALLY KILLED A MILLION CENTAURS GUYZZZZZZ!"So if I can only play 3 days a week, and bot the other 4 on the same schedule that's fine?
Correct.That also lets me know he's never played BDO and seen how long people stay in camps, there. "I FINALLY KILLED A MILLION CENTAURS GUYZZZZZZ!"
That also lets me know he's never played BDO and seen how long people stay in camps, there. "I FINALLY KILLED A MILLION CENTAURS GUYZZZZZZ!"
Sadly, this is not how modern anti-cheat systems work. First of all, anti-cheat is not a product, but a process and a constant cat and mouse game between both sides.When I said that it was up tot he user who owns the server to police their servers, I meant from a GM perspective. All of the anti-cheat software built in to the game would only deliver data to the company's servers and setup flags for the server owner to use if they chose to use it. In other words, if the company put in anti-cheat code to detect if you are using MQ2 (as an example for Everquest), all the owner of the server would be able to see is that XYZ account has been flagged for using MQ2 on xyz date/time. They would have no access to any of the raw data from the players computer.
Is this some "fly on the wall" fetish? Personally I couldn't imagine telling players of a game I developed that "they are playing it wrong." Because if they are, then this is almost always a design and not server operation issue.to me policing cheating on my server is more about being active on my server and being able to detect unwanted player behavior by actually observing it myself.