this post was submitted on 21 Jan 2025
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[–] [email protected] 2 points 10 hours ago

That doesn't scale to larger games. Rust, for instance, has servers with many hundreds of players (and a huge cheating problem). MMOs will have thousands (and constantly fight bots). The nature of massive, real-time games makes self-policing solutions like votekick or manual whitelists infeasible. Manually investigating user reports is slow. And you pointed out the problems with different kinds of anticheat.

It's easy to see the allure of root-level monitoring, with all that in mind. Both for developers and players oblivious to or willing to accept the risk. Of course, it also isn't a silver bullet...