4 ms·
In terms of the number of game copies an individual buys, cheaters are certainly the most prolific. I am not saying that cheaters make up the majority of sales
by strgrd 10y ago
In terms of the number of game copies an individual buys, cheaters are certainly the most prolific. I am not saying that cheaters make up the majority of sales or purchases of any game, just that as a group of customers, they will buy a game account and play it until it is banned, and then buy another. They are power buyers in this sense.
Oh, come on, nothing was done and cheating is as easy as ever? And what do you mean by game's immutability other than that you can't cheat when looking at a screenshot?
Yes, this is exactly my point. Cheating is easier on CS:GO than it has ever been. There is currently no anti-cheat implementation for the CS:GO Linux client. Cheating on Ubuntu is as easy as `git clone aimtux.` No other counter-measures are needed.
More so, the client-server model CS:GO uses for their game networking is inherently insecure, and VAC (memory profile hashing) has proven so ineffective that Valve has tried to complement it with a crowd-sourced cheating detection (Overwatch) that lets players review and vote on suspicious players. That would be a good supplement to an otherwise effective anti-cheating system, but google "Overwatch bypass" and you will see that this is just as easily defeated. You could say that "Prime Matchmaking" (described in a comment elsewhere) is another concession by Valve that their software-based anti-cheat is completely ineffective, and that they are resorting to psychological measures and gameplay changes to curb cheating.
When I say "nothing has been done to improve game state immutability", I am saying that the same memory scanning hacks/techniques have existed in online FPS for 20 years. The client has too much control over their game state, and there is very little signing or checking of the client's game state.