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It becomes the developer's problem when the players are quitting the game because cheaters are ruining it though. And also the player's problem who want to play
by ThatPlayer 4y ago
It becomes the developer's problem when the players are quitting the game because cheaters are ruining it though. And also the player's problem who want to play a game without cheaters.
For example, BattlEye started out as 3rd party anti-cheat for Battlefield Vietnam because the players wanted better anti-cheat. Similarly Face-IT and ESEA run their own anti-cheats that are opt-in and not part of the developer's game.
- robalni 4y agoIt becomes the developer's problem because they put themselves in a position where their money and future depends on what random people do in a game. Nobody should expect it to go well when you connect random people on the internet and require them to behave. Just look at Twitter and places like that. We need a different structure.
- ThatPlayer 4y agoWhat do you have in mind for a different structure?
- robalni 4y agoOne old and tested solution is that you play with your friends or people you trust. This has worked perfectly for board games and other pre-internet games for many years. Otherwise if you want to play at a bigger scale, I don't know how you would do that. Maybe that's just the lesson you have to learn, that random people on the internet can't be trusted.