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.

  • Buttons
    link
    fedilink
    English
    arrow-up
    1
    ·
    edit-2
    3 months ago

    Use a more holistic approach. Combine heuristics like the average speed and aim hit percentage with reports from other players.

    Review player reports, if a player makes a false allegation in their reports, mark that player as having less reliable reports. If a player reports someone who turns out to be a definite cheater, mark whoever reported the cheater as having more reliable reports. Etc etc.

    Like, if the report just says “player was moving fast outside a vehicle”, maybe they were cheating, or maybe they were just goofing off trying to stand on top of vehicles the whole game. If the report says “player was moving fast the whole game, had the highest kill count, and was also reported by 5 other players in the match for cheating”, it’s a little more clear what’s happening.

    • Soggy@lemmy.world
      link
      fedilink
      English
      arrow-up
      1
      ·
      3 months ago

      None of that helps low-level play or games without meaningful progression. Continuing to use Rust as an example, because I’m most familiar with it among games with controversial anticheat: people get banned all the time. All the time. And they keep coming back with brand new Steam accounts, and continue to cheat until someone notices and an admin happens to be online. Rinse and repeat. Seemingly an infinite pool of cheaters, or finite cheaters with infinite money for new copies of the game. And it only takes a few minutes to ruin someone’s week.

      The most effective prevention method is probably strict gatekeeping: require a minimum hours played in wild west servers or a certain value of games owned in an account before a player can be whitelisted. Proof of investment, that kind of thing.