812
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
this post was submitted on 20 Jan 2024
812 points (98.3% liked)
Technology
57226 readers
4324 users here now
This is a most excellent place for technology news and articles.
Our Rules
- Follow the lemmy.world rules.
- Only tech related content.
- Be excellent to each another!
- Mod approved content bots can post up to 10 articles per day.
- Threads asking for personal tech support may be deleted.
- Politics threads may be removed.
- No memes allowed as posts, OK to post as comments.
- Only approved bots from the list below, to ask if your bot can be added please contact us.
- Check for duplicates before posting, duplicates may be removed
Approved Bots
founded 1 year ago
MODERATORS
Is there an open source MOBA? Players need an alternative, even if it's not as good to begin with.
I mean Dota exists. I guess I'll switch to that. Or maybe I'll just take a shower.
Dota was the OG anyway, LOL coined the term MOBA to shift focus that they stole their gameplay mechanic from one dude, icefrog.
I remember when people used to type AoS-like game (Aeon of Strife) when hosting a similar custom map on SC or Warcraft III
i.e. DotA 5v5 AoS-like
Then after DotA got popular, it became DotA-like
i.e. Naruto Wars 5v5 DotA-like
And then that totally banger BassHunter song cemented DOTA into history forever 🎧
Dota has always been a drastically better game, I see this as an absolute win for Linux. League is cancer.
Uhhhh no. Dota is slow and terrible. Not that I think anyone should touch that CCP spyware of a game League.
I would argue that the pacing of a Dota match is one of the many things that makes it better than League.
I find league is insanely repetitive and has very little room for player creativity or expression beyond "I can hit my skill shots". It's just rote exercise that you can map out to the minute. Dota gives heroes and players space to breathe and flexibility to play in multiple ways, not to mention having a balance team that actually wants to balance the game, not just sell the latest champions.
Whew, I can tell you never got particularly good at league. You're probably right about macro decisions and definitely right about new champions being OP on release, but matchups and micro interactions are where it's at!
That said, I'll never play again.
Nope, I just realize how much better it can be when the dev team has creativity and respect for players.
Not that I know of, the most popular open source games I have heard of are Space Station 13 (and its newer release Space Station 14 on steam), and Beyond All Reason which is an RTS.
If we're talking about RTSs as well, there's 0AD, which I tried out briefly during the period between Ensemble Studios being shut down, and the revival of the Age franchise with the HD edition (over a decade ago now, and it looks like 0AD has been under constant development since then).
An open source and popular MOBA would have an even larger problem with cheating and bad actors.
Edit: people are missing the point, and I didn’t state it fully.
What open source games have moderation teams and support teams? What open source games want to deal with ban evasion? What open source games want to deal with the notoriously toxic MOBA communities?
Security through obscurity clearly isn't working anyway
The creation of cheats would be easier in principle but maybe in knowing than then you wouldn't design a game where you trust the client in the first place. For example; don't tell the client the location of every (unseen/unheard) player on the map in an FPS.
Perhaps there's an alternative to addressing cheating which hasn't been explored. Conventional wisdom was pirates are basically people wanting stuff for free so you should invest in DRM to force them to pay for it - now some treat piracy as a service problem where they instead need to offer a better user experience. I think it's worth investigating if some cheaters would be better satisfied with built-in cheats, and if some non-cheaters would be willing to fight some uneven battles if they knew that's what they were getting into.
By that logic any sever running something open source like Linux would be more vulnerable than say, Windows.
I’m not saying it’s because of the source code. It’s because it’s not a commercial product where there is monetary incentive to police the activity of the community.
How many open source games have support teams and moderation teams?
Is open-source compatible with competitive games? As much as I love open-source in general, I feel like cheating would be a serious problem if the source code is available for everyone. That's not really an issue in single-player or co-operative games (outside of cheating leaderboard positions) but it would absolutely cause problems in a PvP game.
Proving source code would reduce the barrier to entry for creating cheats, but cheats are very prevalent anyway. I do not want to make proprietary games so I have no choice but to find an alternative if I ever choose to make a competitive multiplayer game.
There was a MSI monitor at CES which pops-up a warning when an enemy appears on the mini-map in LoL. Significant cheats may be accessible without going to shading sites (perhaps kernel-level anti-cheat could have some success to figure out what monitor you're using but my understanding is that's easily fooled in software and perhaps undetectable via hardware video splinters). Cheats which do not run on the host machine at all are undetectable by traditional anti-cheats.
I think the end-game of anti-cheat is intolerable. Can one get enough data for machine learning to determining if a player is cheating without a high error rate (banning false positives)? Would players tolerate having cameras recording their inputs like it's a submitted speedrun or an exam during Covid?
Here is an alternative Piped link(s):
very prevalent
Piped is a privacy-respecting open-source alternative frontend to YouTube.
I'm open-source; check me out at GitHub.
osu! is a competitive game that is open source, and its arguably the most popular rhythm game right now and there's not much of a cheating problem.
You're right about osu! Although it's probably one of the few competitive games where there's no gameplay interaction between players - if another player is cheating, it hurts the overall competitiveness, of course, but it doesn't directly affect your gameplay experience.
It's not like playing a shooter where someone has an aimbot and wallhacks, or a racing game where someone can ram you off the track without slowing themselves down - those things directly ruin your gameplay experience as well as obviously hurting the competitive integrity. I don't think those kinds of games would work at all if they were open-source and without anti-cheat unless there was strict moderation and likely whitelisting in place for servers.
Chess.
I rest my case.
... No I don't, actually, I have more opinions! Come back!
I feel like being stringently anti-cheat about video games over internet is grasping at wind. Better to be more relaxed, accept that some will cheat and 'earn' themselves a higher elo than they can actually play, and encourage a player base to care about enjoying the game, and to care about winning/enjoying without cheats. If you have to encourage a fanatic player base who would do anything including cheat to get a leg up, maybe you too are forgetting this is only a game.
And for serious competition? Let the tournament organisers provide the hardware on location.
It’s not so much that the source code is available. It’s that there would not be systems in place to ban cheaters, detect them, etc.
It’s open source, why would there be support teams and bans and all that?
In the past people created communities for multiplayer games around specific forums or LAN centers and sometimes hosted allow-list servers. If you didn't play by the rules you'd get banned off the forum, and thus that server which it was tied to.
I'm not a fan of needing an account to play online and if I created a multiplayer game I don't want to host that information in a centralized server. Perhaps there are more ways than I know but I'd be more interested in finding an alternative to this arms race of banning vs avoiding bans.
That’s fair. But I don’t think the MOBA scene as it is would switch to small communities like that .
Also, for people wanting to cause trouble, bans are meaningless sadly. Unless you also have some rigorous system for sign up. And I guess a small community could have that. But something at scale like a popular game with millions of players can’t.
And rigorous only goes so far, before it’s impinging on privacy.
It’s a tough issue to crack. Popularity and a large scale is always the reason foe all the cheaters and trolls to come around.
Do you know if the network delay is tolerable to play with almost anyone, anywhere in the world for casual and competative MOBA games?
I see no answer to stop trolling but perhaps there is another way worth investigating for cheaters. Some companies treat piracy as people simply wanting the game without paying and would invest in DRM. Some consider it as them providing a worse service than the piracy sites so they should improve the service. Maybe cheaters are unsatified customers?
Would some cheaters be satified with in-game cheats and not look for more extreme 3rd party cheats? Suppose cheaters were provided servers as a choice (in a friendly way instead of shadow banning) which let them play against willing non-cheaters. This supposes regular players could be encouraged to fight with some level of handicap as a challenge.
Could allow people to curate their own blacklists if they don't want to play in groups like that, then they would have the option to play in public and online, it would be more rough and they would have to keep it up but having those tools would allow them to play publicly without needing to join a forum or group while still curating their experience. Obviously would be more work but it would be a good fallback.
If that's too hard they'd still have the option of joining one of those groups.
An issue of users having blocklists is that they may use it against people that are merely good at playing the game.
I suppose an open source game would have no choice but to have whatever feature users are willingly to addon to their local game.
I can definately see that being a problem, all systems have their downsides. A system like that though I feel is necessary in a game with decentralized online play.
For centralized ones it doesn't make as much sense since those already have anti-cheat (automated or human run) and bans from the service, which aren't perfect either, innocent people often get banned when they didn't deserve it, it's just not as apparent because in those communities anyone banned is witch hunted afterwards, there's a lot of appeal to authority in those communities.
All user crowd control systems, even the lack of one is going to have negative effects to their usage, even if they aren't apparent at first.