this post was submitted on 31 Oct 2024
217 points (99.5% liked)
Linux Gaming
15177 readers
625 users here now
Discussions and news about gaming on the GNU/Linux family of operating systems (including the Steam Deck). Potentially a $HOME
away from home for disgruntled /r/linux_gaming denizens of the redditarian demesne.
This page can be subscribed to via RSS.
Original /r/linux_gaming pengwing by uoou.
Resources
WWW:
Discord:
IRC:
Matrix:
Telegram:
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Check the data on the server ("oh no, incredibly expensive"). Don't give any data to the client it doesn't need, like enemies around the corner ("oh no, now my game is so very laggy because caching and future position assumption just became impossible")
Now the server doesn't need to care. There's input? Validate and use it.
Now the client can go pound sand. Server decides if it's a headshot. Client only sends coordinates of origin and target. Lag? Sucks to be you, with or without cheat.
That would only create more work for the developers, all for the defacto expulsion of Linux users (Way less players at all times). The best course of action here would be the actual expulsion of Linux users. Also, EA is at most 25% correct. (Not a rational argument, I just very much dislike them)
Damn, sorry to hear that. It's always bad to leave something one knows because something's become unbearable. I wish you best of luck on your journey! (I'm assuming a lot, but why else would you switch despite your choice of use of free time?)
On the other hand: I quite like it. It forces them to keep their grubby little hands from my kernel.
I do not like anything anti cheat. But I also don't really like cheaters, especially in online games, so anti cheat could be tolerated. The only thing is: nothing trumps my systems integrity. Definitely not online player satisfaction.
The server already determines if a shot's valid or not though. Once a client receives information on where the enemy is at, then the client can send message to the server that they are shooting exactly at that location.