this post was submitted on 24 Sep 2024
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Rockstar Games' servers have been under heavy fire from massive DDoS attacks in recent days, causing widespread login and connectivity issues for players of GTA Online. These attacks come in the wake of Rockstar’s recent implementation of BattlEye, a new anti-cheat system designed to crack down on in-game cheating, sparking backlash from a segment of the player base. Protesters, unhappy with the new system, have resorted to using distributed denial-of-service (DDoS) attacks to disrupt the servers, escalating tensions between the gaming giant and its community.

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[–] flashgnash@lemm.ee -1 points 2 months ago (1 children)

Cheating is absolutely not the same issue as piracy though, one is people wanting an unearned power trip over others and one is the service issue piracy is

You're not gonna convince cheaters to stop cheating by offering them a better experience

[–] tabular@lemmy.world 1 points 2 months ago* (last edited 2 months ago) (1 children)

As a player I agree but as a software user and maker I don't. Users should be in control of their own computing, therefore client-side anti-cheat is the unjust power over the user (edit, because it is proprietary).

Has anyone tried? As far as I know the most that has been done is to shadowban cheaters to their own servers for matchmaking. No one has tried having built-in multiplayer cheats to compete with 3rd party cheats.

[–] flashgnash@lemm.ee 2 points 2 months ago (1 children)

I don't think clientside anticheat is a good solution by any means.

Built in multiplayer cheats? Isn't that just pay to win?

[–] tabular@lemmy.world 1 points 2 months ago

I didn't mean to imply charging additionally for the cheats. Is the state of the games industry so bad that was a reasonable assumption :(

I was thinking of dedicated servers aimed at attracting cheaters, and a server that encourages players to fight handicapped players (various levels of cheat users).