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Laporkan kesalahan penerjemahan
It is an argument.
I believe it's been stated that you will be able to disable the AC at the cost of losing MP functions so your argument is null.
1) People are blowing this out of proportion.
2) Supposedly it's a new piece of software by Denuvo; that's not to say I'm defending them, their reputation and track record is HIGHLY suspect.
3) You. Can. Roll. Your. Install. Back. To. A. Previous. Version. Of. The. Game. It's a little complex, but it's possible (I did it with Evolve when it was still a thing) and you can keep it that way with some fanagling with offline mode.
https://www.reddit.com/r/Steam/comments/611h5e/guide_how_to_download_older_versions_of_a_game_on/
So that being said, I'm still a little reluctant to reinstall my copy of DOOM because of the questionable reputation of Bethesda and Denuvo. Frankly, the AC software is brand-new and considering Denuvo's track record with making game(s) having a HUGE performance hit, I'm pretty skeptical they didn't screw up their code.
I highly doubt there was any QA considerations for buying Denuvo's Anti Cheat and it had everything to do with cost effectiveness.
It was advertised that it was going to be in before the game was launched. It's not exactly a surprise if you've been following all the pre-release stuff for the game.
Clearly, you have no experiencing with older multiplayer FPS games.
In ye olden days, games in the FPS genre were built with the game server having the end-all-be-all say over game state.
The clients would send button presses to the server, where input would be processed in a central controlled manner; the server would decide if your aim was true and bullets were meant to hit or not; the server would decide if your opponent's health would drop; if they would keel over or not; or if you just ate a rocket from that one other player you didn't spot. The server decided; and the clients were pretty much dumb slaves replaying what the server would state.
Wall-hacks could be defeated by having the server load a coarse version of the level's geometry and do line-of-sight calculations between players. If the server decided a player should not be able to 'see' another player, their coordinates would simply never be sent to the client. If you don't get the data in the first place; you can't abuse it.
Aim-bots would be tracked by analyzing for super-human accuracy while aiming; taking into account sharp angles; lack of overshot; lack of proper human acceleration curves while operating a mouse; etc.
Basically, all of that was tossed out the window when online gaming and FPS games moved from a primarily PC environment to a primarily console environment. As consoles were pretty much a walled garden, developers quickly realized they could start to 'trust the client' and make their lives a hell of a lot easier. Publishers were clued in as well; they needed less budget to have dedicated servers kept up in the air, because the servers became simpler.
And then, when those same nu-FPS games came back to PC, well... they were hit by a tidal wave of cheats. So what did the industry do instead of going back to the tried and true architecture design of the past, and refine from there? They invested into a band-aid. Anti-cheat.
What's needed now, in the age of cloud computing is to take a step back and take another look at that old design where the server dictates and the clients follow. With cloud-hosted servers being able to up and down scale on demand and many server farms being available with GPU compute power, nothing is standing in the way of taking that old design and applying it to new games. The hardware is there to make it viable.
That, along with using AI-assistance to detect unnatural movement and aiming patterns, flagging a subset of players for further scrutiny.
That, combined with the timing of this update, make it seem very suspect.
Truth is, even most intrusive anticheats like EAC, which monitors and restricts everything on your PC, doesn't eliminate cheating. Otherwise it tend to be less effective than VAC(the one EAC promoters bash a useless).
And you can't solve cheating problem on PC unless you turn it into a console. Which defeats the purpose of PC. If you want to get read of cheaters - buy a console(which presume to have no cheaters). There is no other way around.
Now back to anticheats with high level of intrusion. Which is indeed nothing new for PC. We have them at last since 00s. And all this time users have problems with them. It's same as with intrusive DRMs. Likes of Starforce, Securom, Denuvo. Punkbuster and Battleye are hated for years. To the point many people avoid buying games with them.
There is one common problem with all those solutions. They are too much in the radical spectrum. They use every way to combat cheaters and pirates in expence of user's comfort and sense of reason. Same usually goes to it's developers. Which try to achieve elimination of cheaters. Which is, as you can see above, is impossible task. People who develop and implement those systems are also often radical persons. As a result of radical approach users suffer. To the point of bans or scapegoat insane lawsuits(which doesn't solve the cheaters problem, only fulfilling lust for violence).
Thing is, you only hear about problematic and scandal anticheat systems. Because when something works there are no much talk about it. VAC was one of the anti-cheat systems that was designed to improve upon radical and intrusive anticheats of 00s. It's imperfect, but it does it job pretty descent without irritating users. And while VAC is also somewhat intrusive - Valve has build up some trust by how they handling things. Same can't be said about companies like Denuvo or Irdeto. Which are not good companies or businesses, run by not so good people. Trust is a problem when you think about EAC. That's being now owned by Epic Games. Which is owned by Chinese infamous corporation Tencent.
Anti-cheat solutions on the market don't end with Denuvo, EAC, Battle Eye and Punkbuster. Those are just the most aggressively marketed or the most infamous. And as you see loud mouth does not mean best solution for end users.
One of the reasons need for anti-cheats rised in recent years is because most of big publishers don't allow LAN or self-hosting servers anymore. Because of that you can't even disable anticheat and run a private server if you have problems with Anticheat software that is bundled with the game. Publishers also cut expences on cloud servers(server time is cheap like peanuts, but GREED knows no limits) moving everything they can to be processed by user's PCs. And they want ot automate everything to cut even more expences(including support and false ban appeal process). As a result end user suffers.
If gaming community won't rise up, and demand to be treated properly - we would keep getting more and more of Denuvo. It's on you how you want to be treated. Valve style or Denuvo style.
No cause imagine having to ask every time to get into Area 51 versus working in Area 51.
EAC uses Kernel Drivers along with Battleeye. I don't really see the deal about this, besides a shady install part. Heck just remove it and get EAC. Fortnite uses it with the million capable victims there.
The second thing is that at kernel level 0 it can update silently, well in retrospect makes sense since I don't want to tell the cheating community what I am doing, cause once they find it's out of date they go rampaging.