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> Allow users to votekick and voteban. This is usually just a band aid and can be pretty ineffective in a game like Battlefield where there are a large number
by ssully 7y ago
> Allow users to votekick and voteban.
This is usually just a band aid and can be pretty ineffective in a game like Battlefield where there are a large number of players in a single match. Specifically, a cheater has to be really obvious for enough people to notice and actually care enough to cast a vote.
- EamonnMR 7y agoI, for one, only notice when it's a real obvious cheater. And in those circumstances the perception of a fair game would go way up if we where able to ban the fool ourselves as players.
- anonymousab 7y agoIf the cheater isn't obvious enough then they aren't having much worse of an effect than a really good player. But that's why I mention giving server control to users; they can experiment with their own alternative anti cheat and moderation solutions.
- janoc 7y agoPlus this is easily gamed - most games where voting has been enabled just had storms of vote requests being generated. Some by butt-hurt snowflakes that can't handle better players but most by explicit trolls trying to cause mayhem, spam and hopefully getting someone kicked for fun. At some point the voting gets either ignored or disabled outright.
- Terr_ 7y agoIMO this goes to how per-server "communities" were destroyed by the rise of new business models involving follow-on purchases. Previously (e.g. CS 1.x) you could have a loose federation of privately-run servers, with a certain amount of darwinian-selection for good or bad communities. However once GameCo starts selling exclusive skins and weapons and XP-boosters and things, they can't allow the possibility of rogue servers just unlocking everything, so everything was brought together under a corporate-hosting-only umbrella. This also destroyed the capacity to leverage volunteer admins, unless the company invested in a mechanism for "you pay we host" servers.
- Tyr42 7y agoTF2 managed to have private server, and was the origin of HATS. I'm not sure I see that your logic is sound.
- salawat 7y agoBack in my Halo CE days, I got tons of mileage out of a util called sightjacker. It'd basically allow for one to view exactly what the other player was seeing and doing in their client. The cheats became quite trivial to pick out, because their aim was never natural. It was always pinned on the target and stuck like glue or smooth and natural until they got close to targets. I'd just sit back and occasionally sight jack people I hadn't met who entered the server, and the banlist slowly grew over time. The other players would stick around, so it obviously at least resulted in good games.