Someone buys a used Ryzen 7 5800X3D. “Valorant” and other Riot games won’t start with it because the previous owner was a cheater.
Someone buys a used Ryzen 7 5800X3D. “Valorant” and other Riot games won’t start with it because the previous owner was a cheater.
I would take it
Me too, most games with Anticheat are toxic hellholes anyway. Source: decades of playing LoL, Dota2 and a few other multiplayer titles.
The last PvP multiplayer title i really engaged with that didn’t suffer from that (outside of some random WoW CTF while waiting for the next raid) was Mechwarrior 4 - was recruited into a clan during a public match because i wrecked my opposition pretty good without simply relying on piloting a Daishi. That was a nice experience, pretty cozy atmosphere with these guys.
Indie game dev here with an upcoming arena /action rts. I fully agree with those companies employing toxic approaches, but cheating is legit. Even our very raw, very underdeveloped playtest had some players playing around with cheating, by adjusting client data. We had to reprioritize basic validation checks but they aren’t perfect. Im wondering if any devs has good tips/philosophies for balacinging discouraging cheating (as it ruins the experience for others) versus not pissing legitimate players off.
From what I know, wall hacking in FPS titles can be somewhat prevented by letting the server not send enemy positions to the player’s client until they are actually needed; I’m guessing that the approach for RTS would be similar to prevent maphacks.
As long as cheaters are unable to manipulate values (i.e., resource balance, unit hp, how many units they have etc.), that should be the cheat you need to focus on the most. As far as I know, there’s nothing else out there for that genre