my stance on permabanning cheaters from online games: I buy your product, I cheat, make it work. Disabling my $40 game is fraud.
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Replying to @paniq
Use a reputation system, move me to a server for cheaters, but don't take my money and render the product worthless. False positives exist.
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Replying to @paniq
To clarify, I have never cheated in an online game, but vindictive anti-cheat mechanisms frighten me and discourage me from purchasing.
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Replying to @paniq
Actually, I have cheated once in a round based browser game, and reported that bug to the developers. You know what happened?
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Replying to @paniq
They told me "We know, we kept it in there on purpose to find cheaters. Don't do it again or you're banned."
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Replying to @paniq
that's the kind of counterintuitive but practical solution you come up with when you run a community I see nothing wrong with it
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Replying to @paniq
yeah you can, but depending on how much of a buggy mess you're administrating, a honeypot bug is a boon
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Replying to @allgebrah @paniq
cheaters will cheat no matter the method, and the vast majority of them learns about them from others, or some youtube video
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Replying to @allgebrah @paniq
if it's your own software - fix it if it's a large 3rd party blob - be practical even if you usually have higher standards
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even more complicated: some of those cheaters, you (as admin) want to have around! they'll find obscure shit on russian sites&use it
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