Most anti-cheat software can’t do much on the client side. Really all it can do is look around at it’s environment where it’s allowed to look and see what’s going on.
Most Cheat Software will run on a higher privilege level than the game; whether that’s as an “Administrative” user or as “root” or “SYSTEM” in a context where it’s running as an important driver.
In any case, the only thing the Anti-Cheat can reliably do on the client side is watch.If it’s cleverly designed enough, it will simply log snippets of events and ship them off for later analysis on a server side system. This will probably be a different server than the one you’re playing on, and it won’t be sending that data until after the match has ended properly.
Sometimes it might not even send data unless the AC server asks it to do so; which it might frequently do as a part of it’s authorization granting routine. Even when it has the data there may not be immediate processing.
Others have also mentioned that visible action may be delayed for random time periods as well; in order to prevent players from catching on to what behaviors they need to avoid to get caught, or to prevent cheats from getting more sophisticated before deeper analysis could reveal a way to patch the flaw or check to ensure cheating isn’t happening.
Since cheat software can often be privileged, it also has the luxury of lying to the server. So clever ways to ensure that a lying client will be caught will probably be implemented and responses checked to ensure they fit within some reasonable bounds of sanity.
I liked the music from Morrowind so much, I found the audio files in the game's install folder, burned them to a CD, and printed out my own cover art to make a soundtrack album. I was 11 years old; I probably still have it in a box somewhere, haha.
League of legends. Top picked teemo. Mid was saying that he couldn’t speak because of chat ban. Jungler went afk after dying to wolves. Bot yelled at me all game for his feeding.
Here’s a fun thing you can do: just stop thinking about stats and make a character you’d like to bang, then just ooga booga it.
Baldur’s Gate 3 may be very daunting at first, even with its genius tooltip system, so I just went straight into it with a Dragonborn barbarian with no real thought put into it other than “he’s hot and totes my new fursona”. You’d be surprised at how far you get and how much you pick up naturally over the next 80 hours of gameplay.
That being said, it’s still not for everyone, as much as it tries to be, and if even Overwatch is too complex for you already, it might just be that the evolving game design in the industry is becoming more misaligned with your tastes, and that gamers are becoming more and more serious about the video games they play.
just stop thinking about stats and make a character you’d like to bang, then just ooga booga it.
Haha I mentioned this elsewhere but that’s kinda what I did. Just picked random everything. I just feel like I’m going to get my ass kicked in the first altercation with a weak-ass character and be stuck there permanently.
Unless you do obviously dumb things, like not doing anything at all and letting the enemies hit you, you literally could not fail at baldurs gate on default difficulty. I actually find it way too easy to succeed and far too forgiving. You could genuinely go through the whole game with your “picked random everything” character. Youll get your ass kicked a few times, but youll never get stuck anywhere. The only part thats complex is the story IMO. There are dozens of alternative endings and secret story bits and hidden interactions between characters. Almost every quest, no matter how small, has multiple endings. You could probably sink 1000 hours into BG3 without going through most of the story content.
I wonder how long before someone starts getting offended on behalf of cavemen for the phrase Ooga Booga.
Seriously though, perhaps RPG’s just aren’t for OP. Some people get enjoyment from taking things slow, learning all the mechanics, and building the most powerful character possible within the limits of the game.
Many people choose not to cheat in games like this to give yourself max stats because that’s where the fun is, as opposed to a a game like borderlands, where an already maxxed out character can still be challenged with the endgame content which scales to their level.
This seems counter to Microsoft’s gaming accessibility push though, doesn’t it? Now if some niche manufacturer wants to make a controller designed for use by people with some rare mobility condition, the manufacturer will have to go through extra hoops to get this license bullshit out of the way.
Nice job, Microsoft. We all know the ticket to accessibility is more hurdles.
To play devil’s advocate, I suspect that the majority of unauthorized 3rd party devices were designed for cheating versus mobility needs. Microsoft has fantastic accessibility accessories first-party that hopefully will meet the majority of needs.
A lot of devices are just adapters to allow you to play fighting, racing sim, flight sim, rhythm games with controllers from other platforms because these niche genres are even smaller on Xbox and go completely ignored by large accessories companies.
That’s not going to change once these devices are blocked. It’s a very heavy handed (and potentially lucrative) approach to stopping FPS cheaters.
They were making strides with the FGC getting SF6 and adding Guilty Gear Strive to Gamepass and then do this. Makes no sense.
I agree. I honestly hate boss battles. I love playing video games on hard mode, but for some reason boss battles have never filled my soul with joy or given me a sense of satisfaction when I’m done. They just irritate me. I definitely have games where I’m on the hardest difficulty for normal game play and then right before every boss battle I’m going into settings changing the difficulty to story mode so I can knock them down in 5 hits and move on with the game.
I’ve come to firmly believe that all games should have an invulnerability setting for the sake of accessibility. It’s probably one of the easier settings to implement for most games and it would have the most impact for the wide range of accessibility needs out there.
Anything that circumvents the design of the game to gain an advantage is technically cheating. I wasn’t necessarily saying it shouldn’t be there. Just pointing out, there is usually a wat to do it in most games. The devs have to have a way to test things and move the stories forward without playing hundreds of hours of game.
Maybe you’ve read it before and you want to skip to the good parts. Maybe it’s non-fiction and you’re only interested in something specific. Maybe there are parts of the story that make you uncomfortable, but you’re enjoying it overall. Maybe a page is missing. Maybe it’s an abridged version and it’s not up to you, that’s just what was available.
And to the original point, what of translations? Maybe the original author is dead, and somebody translated their book. Are you ‘circumventing’ the author’s original intent to ‘gain an advantage’? I mean, yes. Does that mean you’re ‘cheating’?
What about audio books? Was the book intended to be read on a page? Are you cheating by having the book read to you?
Calling these things ‘cheating’ is silly and unnecessarily loaded, and they assume that the goal of a work is completion. That the only reason you would start a thing is to finish it. I don’t believe that’s the case for any art. One might say that the challenge in a game is the point, but that’s only sometimes true, and challenge is relative. If something comes naturally easier to you, is it ‘cheating’ to use mods to make the game more difficult, because you’re gaining the advantage of improving your experience, against the original intent of the game? I don’t think so, so I don’t see why it is any different the other way around.
To think about it another way: if you subtract that paragraph from that book, does it cease to be a book? No, it’s just a different book, and that can still have value to people. You’re not ‘cheating’, you are making a new experience for yourself.
I could go on and on so I’m gonna stop myself here.
I like Jedi: Survivor’s method of accessibility. They let you slow down the game if you need a little more leeway with the bosses. You can crank that slider down to like 10% speed and it’s like being Neo in that scene where he dodges bullets. You can still fuck up but it’s pretty easy. I used it for the platforming because I hate platforming so much.
It’s fun when done right. Humor is a thing. And we can joke about these things. At least I can, you can do what you want. :)
If you think about it, humor is much needed in the world today. It’s healthy and good for you to joke and laugh about these things, unless you are pointing at a specific person. You have to know the difference between bullying and humor.
When I was a teen I used to run them frequently, tons of great memories. First was in a medium-sized MUD (early purely text-based mmorpgs), playerbase of around 100ish. Had active pvp, which made things harder for the newbies, which kinda capped the server’s growth.
Since my teen self named us “Souls of Chivalry” and we had grown into the second strongest guild, we set out to protect the defenseless.
It became common for a chi member to teleport in shortly after a new player joined. Tutorials didn’t really exist yet, so we’d answer questions and give them a prepared bag to help them survive the early levels. We’d patrol pvp-heavy areas looking for high level players spawn camping and shit, whereupon we’d kill them and confiscate their stuff. If a player bought land or something and came under attack while they were farming, a single server shout could bring half our guild teleporting in in the next 45 seconds, sometimes to quite the war.
Dear God, yes, font size options, PLEASE! I cannot express just how depressing it is to finally get a game I’ve been wanting to play so badly for years only to immediately realize I can’t play the damn thing because I can’t see the text to read it and figure out what the hell is going on or what I’m supposed to do. :(
Here’s a weird one I had a half-baked idea for: Tower Defense Metroidvania. The idea is that your an acolyte of a temple (or a mechanic in a space station, whatever), and there’s an armed group trying to force their way past the temple’s traps and defenses to get to the heart of the temple and steal the macguffin; that’s going on in a little horizontal track at the top of the screen, and meanwhile the rest of the screen is Metroidvania gameplay as you navigate the interior of the temple (or space station) to activate defenses, acquire magical relics, and eventually awaken the temple’s guardian spirit. You lose if the bad guys get to the heart of the temple, you win when you successfully gather everything you need to awaken the guardian. In the meantime, you have to decide when and where to spend resources (including time) shoring up the “normal” defenses (that delay the attackers) and when you need to just push onward to awaken the guardian.
This is what I enjoyed about the first Tribes game. I remember wandering around my base, repairing the generators, placing turrets, fixing sensors, and murdering attackers. The rest of the team would be off grabbing the other teams flag or messing up their base.
IMO the sequels didn’t get the balance between base maintenance and flag running quite right.
Damn dude, now I'm actually remembering base maintenance in online competitive games where you play a single character at all. Back in the day I used to enjoy that in Command & Conquer Renegade. Id hang back and repair people's vehicles and the base when it came under attack.
The only thing that comes to mind would probably be the latest iteration of the Starsiege: Tribes series. Or I mean, the OG Tribes was great, and still one of my most fondly remembered shooters. Probably still some servers somewhere…
Eternal Darkness is one of my favourite GameCube games. I feel like it might be long enough ago that they could do a remake with modern sanity effects.
And Halo Reach is my favourite Halo game, loved it.
Nightdive Studios (they, among other titles, remastered System Shock, which has received pretty good reviews) wanted to remaster Eternal Darkness, but Nintendo - who owns Eternal Darkness - doesn't want that to happen.
Also, the original developers of Eternal Darkness want to create a spiritual sequel, but that seems to be... an eternal project. Check out Shadow of the Eternals, if you want to follow that project. There's a gameplay video from like 2013 or 2014.
They have tried twice. And yes, they still want to make it happen. But last time I heard the team made a game they need to support for few years (some kind of online game), so it's going to take some time before they can try again.
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