Generally speaking Steam is the most popular client by a large margin, so more cheaters from there is going to happen as a result of that.
I’m not aware of other clients actually doing more to prevent cheaters, but if you have some articles or blog posts saying otherwise I’d like to read them.
Agree that they should seperate pc and console but the problem is that microsoft games is one server for both pc and console so even with crossplay disabled you still have pc players using microsoft with console players, only steam and other non microsoft clients are disabled. I have crossplay disabled and still see alot of cheaters that are non steam users. I even pmed people and asked them what unit they use and thats how i know that pc and console is one and the same when it comes to microsoft games.
You keep saying it’s a Steam client specific issue, but not giving a reason why it is or what other clients are actually doing better than Steam in that regard. Clients and anti cheat are two completely different things.
Ubisoft’s BattlEye, Epic’s Easy Anti Cheat and Valve’s VAC all require the game/servers to support those anti cheats and they’re still not perfect and have to be continually updated.
It’s a constant cat and mouse game to keep on top of cheaters. I know Valorant has a kernal level anti cheat (Riot Vanguard) which is supposed to be more effective, but there’s been some controversy with a program having such privileges.
I don’t know what would be best for Turn 10/Playground to stop it, but I’m really tired of seeing leaderboards filled with blatant cheaters.
Steam is not an protection or drm or whatever…
If u know how to code u can code your own steamemulator and play without steamclient
Problem is T10/Playground they added some 3rd party stuff and think everything is fine. Yeah nice it blocks cheatengine but there are endless alternatives. Simple change in cheatengine and you bypass their stuff…
You’re correct that MS Store files are more locked down than other clients.
The main issue is that a game’s local files don’t need to be modified to cheat. It’s quite common for the data in a PC’s RAM to be manipulated for cheating.
That’s why it’s extremely important for developers to have good anti cheat in their game.
It’s not some millions of users game… But T10/Playground is slow (not even hotfix out)
First wave of kiddies u can ban easy with few lines of code and they don’t know what happened. Then they start to digg deeper what it was… It’s a game (100+gb) noone is looking everywhere u can hide your code in texture or whatever. In the end it’s not that hard to prevent cheating on clientside and the code for the other stuff is already there in the physics and ai…
You know it’s the same code? Whoever uploaded the cheat owns the game on steam thats all. And it’s easier to get the game with some steamemu from the internet.
U can fiddle with memory in both versions there is no difference
We were talking about anti cheat which you were blaming Steam for not doing enough about (even though it’s not up to them, it’s up to the specific game).
After ignoring my points you went on some tangent about piracy. Which again, Steam is no worse or better than nearly every other client on PC. MS Store games are slightly more difficult to modify, because UWP apps are a bit more awkward to deal with.
As I said in a previous comment, trainers that modify data in RAM don’t touch local files and don’t care what client you have the game on, so the onus is on the devs to counter it.
I think it’s best we leave it there then. I don’t mind a debate, but you obviously don’t fully understand what you’re talking about and are either unwilling or unable to learn more.