Except in every competitive online game that predates EAC. Rule #1 in networked games is "don't trust the client".
Except in every competitive online game that predates EAC. Rule #1 in networked games is "don't trust the client".
I’m not arguing that there’s no rate limiting going on in the server, but some things such as not being able to call several api commands with only one hardware event are enforced client side because by definition the server has no idea about whether a hardware event happened.
> They are complaining how much time they wasted on mods
You mean their complaint that they wasted time on bug reports coming from modded clients? And instead of using the obvious, dead simple solution of appending a client ID to the bug report to filter out modded clients, they prefer to use this as an excuse to add DRM?
Guild Wars had a similar issue of getting bug reports from clients due to hardware errors. Did they ban all PCs not built by an authorized OEM? No - they simply added a hardware health check to their game, and ignored bug reports by clients that failed it.
Exactly. You write the game logic, you know what the client is and isn't allowed to do. Just ban/kick if the client tries to do something it isn't supposed to do.
The only thing stuff like EAC should be needed for is stopping people from delegating making their game logic legal inputs via an aimbot or some external script instead of their actual fingers, which doesn't seem relevant for VRChat.
Of course couple this with a deep understanding of what your client actually can do. Oh, and keep track of updates you'll have a lot of banned users.
Specs locked behind paywalls/licensewalls. Closed source API:s, lock in via cryptography... It all comes together to create just what large software platforms want, but what people like Engelbart were trying to avoid.
A technically ignorant/illeterate user populace.
Even Ring-0 anti-cheat software hasn’t kept Valorent cheat and abuse free.
The server is the only software not in “malicious” hands; it’s the only place anti-abuse checks are viable.
Is there any online game that has permitted modded clients playing with unmodded clients and had it go well?
But what kind of cheats? Aimbotting and seeing through walls don't apply to VR chat. And no matter how modded your client was, you couldn't spam endless grenades in Counter Strike - the server knows how many grenades you have, and where you can throw them.
Due to starcraft 2's design, defogging hacks were plentiful.
Anyone who has played TF2 for a significant amount of time has run into hackers landing impossible shots, e.g. through walls
before EAC, there has been VAC (along with two separate community-ran anti-cheat services for source games), Battleye, Warden, etc. It seems universal amongst those involved, that client-side anti cheat helps way more than you expect.
Their policy is basically "Don't Ask, Don't Tell". So as long as you aren't yelling at people about DPS meters or streaming with obvious mods, they'll leave you alone.