Comment by skupig
13 hours ago
I don't think that's necessarily true, I think companies are lazy and highly invasive anticheat is an easy win they can license from a 3rd party. Algorithmic security, server-side heuristics, and human review can get you far. I have very, very rarely seen a blatant cheater in Overwatch (maybe 3 times in 10 years?), for example, and yet it's been playable via WINE for almost its entire lifetime.
Overwatch is more dependent upon teamwork, ability usage, positioning, etc.
Cheating is endemic in BR and tactical shooter type games. I remember one f2p game was deleting 50,000 cheater accounts every month.
A key phrase being free to play.
If the developer's winning $20 per cheater detection, and puts in extra resources when there's more cheaters, the equilibrium ends up a lot better.
And even for free games, I could imagine different ways to tie a monetary stake in in exchange for skipping invasive anticheats.
I recently had my faith shattered with I saw someone lock onto an ally through a wall in a kill cam, and I haven't played sense.
Blatant cheaters are bad in some ways, but subtle cheat are far worse imo.
There's no reason that kind of client behavior can't be detected server side.