Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
185 comments
·December 1, 2025LanceH
Amongst the discussion of rootkits and anti-cheat, I would like to add that part of the reason it is necessary is caused by the game companies that took away the standard method of playing multiplayer -- players running their own servers.
It used to be pretty easy to just ban people from playing, now we're 100% reliant on their ability to do it. So we have anti-cheat which roots our computer, and still doesn't 100% solve the problem.
hombre_fatal
Even if custom game servers were a preferable experience, which I would argue against, it doesn't really do anything for this problem.
By the time you have to wait for someone to cheat just to ban a single user, the disruption is already done. Your 4v4 45min game is already disrupted and everyone has already wasted their time now that you have to kick someone.
It's kind of like thinking you can forgo anti-bot measures because your website's users can just report the bots: by the time it's your users' problem, you've ruined the experience for everyone except the bots.
sofixa
> caused by the game companies that took away the standard method of playing multiplayer -- players running their own servers
Let's be real, what % people among those who game are interested in running their own game server? I'm definitely one of them, and one of my earliest tech memories was setting up a CS 1.6 game server for a bunch of classmates (and being unable to play myself because the computer had nowhere near enough capacity for both the server and the actual game running at the same time); but it's a minuscule percentage.
galbar
For a casual CS server the ratio could perfectly be 1:50 and that'd be fine. That's how it used to be with, i.e., CS:Source.
Then, there are companies that ran a bunch of them, which lowered the ratio even further.
IMO, it's more effective, cheaper and easier to mod smaller forums (be it web communities or game server communities) than to do for huge ones.
afavour
I never ran a server back in the day but I still benefitted from community run servers where decisions about banning were done by volunteer admins. These days with centralized servers it has to be automated.
bflesch
As most of you know, these anti-cheat systems are functionally equivalent to rootkits. There is zero visibility into how these privileges are used for targeted attacks. Due to geographic location of the large game companies this has a geopolitical angle. Fingerprinting of devices and the networks they are in provides a lot of metadata that is most definitely fed into their intelligence apparatus.
pmarreck
I remember trying to install Valorant for the first time, and its ridiculously invasive anticheat kernel mod (or whatever it's called) gave me my first blue (or was it red??) screen I'd seen on Windows in years.
Immediately uninstalled it and haven't ever played Valorant to this day. Fuck that crap, if your community is so toxic that you need a rootkit to keep cheaters at bay, then maybe it's more of a community problem than a technological one. And yes, if this means that you have to block all of China in order to do so, then that is still a community problem. Put your rootkits on your Chinese servers, separate them out, and let the cheaters fight amongst themselves.
fny
The aim bots can also be functional equivalent to rootkits. In my youth, I definitely did not embed serial key exfiltrators* into aim bots.
*Some parents do not like their kids buying video games, and some kids need valid keys to play CoD with their friends online.
surajrmal
Unpopular opinion, but we would be better off with a single open trusted implementation of anti cheat (aka drm) which can attest whatever requirements are desired by the game is met. The only real problem is that it would likely be limited to approved kernel images and someone would need to own that validation and signing infrastructure, but you could imagine having multiple trusted entities have this role.
bflesch
Kernel anticheat is not really effective because it can be circumvented on the hardware level, for example using direct memory access with a second computer and screen to show the hidden game state.
Cheating is a meat space problem and there is no technical solution to it. Thats why in tournaments there are referees standing behind the players. Ultimately it comes down to checking if metrics like reaction speed are humanly possible, but a rootkit is not really needed for that.
von_lohengramm
Imagine wanting tivoization. Horrifying.
999900000999
I'm ordering a new laptop to work on LLM stuff, and while I thought about jumping through the hoops to get Linux running with secure boot...
I had a realization, it's a cold day in hell when someone else is going to tell me what I can run on my computer. All the latest multiplayer games are now requiring secure boot on Win11 as well
I'm actually wary of all these anti-cheats, they're literally hyperinvasive maleware.
I don't need gaming that much.
And if I do I'll stream it with Gamepass or another cloud service.
i80and
I'm a pretty prolific gamer, but at the start of the year I finally kicked Windows to the curb.
It's been fine. Surprisingly few games I'm interested in to begin with have anticheat that doesn't work on Linux, and it's comforting to know games aren't allowed to just shove trash into kernel space at will.
ecshafer
If you play older games, Linux ironically works better than windows now for stability. The only game I have seen any issues with (note I don't really play multiplayer much) is the Harry Potter game, but proton eventually fixed that.
weberer
Just to be clear, the anti-cheat systems that support Linux run at the user level and don't require secure boot. Those kernel-level and secure boot restrictions only apply to a handful of games, and they all explicitly block Linux users anyway. For example, I've been playing Arc Raiders a lot recently in Linux, and the user-level EAC works just fine.
theoldgreybeard
The user-level cheats are extremely bad. For example, Elden Ring uses EZ Anti-Cheat and it works on linux and that game is infested with PvP cheaters.
grayhatter
> I don't need gaming that much.
Counter point: gaming is fun, and indy games are worth investing in. Voting with your wallet works better if you vote for behavior that's not user hostile, rather than only abstaining.
theoldgreybeard
Lots of games don't need invasive anti-cheat. You can just play those. There are literally too many awesome games on the market to ever be without something great to play.
moltopoco
Many people have one or more Discord groups where someone will say "let's play Valorant tonight" and then everyone just installs it. Linux is fantastic for local gaming on a handheld or in the living room, not so much when your non-Linux friends pick the game.
null
Q6T46nT668w6i3m
I was in a similar situation and ended up buying a PS5. It ended up being exactly what I wanted.
gordonfish
I honestly don't understand why any game is even checking if secure boot is enabled.
If anything it's for the OS to care about that, not individual programs. Afaik, secure boot doesn't (on it's own) prevent the running of arbitrary software, so how is it actually preventing cheating?
Mindwipe
It does mean that a signed OS image is running, so demonstrates that the kernel was unaltered at start-up.
It also demonstrates further levels of driver signing robustness.
jmuguy
All I really do on my Windows system is play games, and because of that I don't mind whatever draconian crap that's required to keep cheaters in check. It sucks, but not sure of a better solution.
kamranjon
At this point - you would think that cheaters could be detected on the server side by either training a model to flag abnormal behavior or do some type of statistics on the movement patterns over time - is a client-side anti-cheat really required?
wavemode
Many forms of cheating revolve around modding the game locally so that certain textures can be seen through walls, so you always know where opponents are. So you aren't breaking any laws of physics, you are just able to make much better tactical decisions.
The obvious solution would be, just don't send data to the player's client about enemies that are behind walls. But this is a surprisingly hard thing to engineer in realtime games without breaking the player experience (see: https://technology.riotgames.com/news/demolishing-wallhacks-..., and then notice that even in the final video wallhacks are still possible, they're just more delayed).
Quimoniz
> So you aren't breaking any laws of physics, you are just able to make much better tactical decisions.
With respect I'd like to disagree on this subtly. A lot of games have the client send their cursor position at relatively frequent updates/packages (i.e. sub-second). So the server knows pretty precisely in which direction and to which object a player is looking.
This in turn can be readily used upon when using wall-hacks, as most players, who use wall-hacks tend to almost faithfully follow objects behind walls with their cursor, which good moderators can usually spot within a few seconds, when reviewing such footage (source: I was involved in recognizing Wall-Hacks in Minecraft, where players would replace textures, to easily find and mine diamonds underground).
Lalabadie
That's because the 2025 definition of "anti-cheat" leans heavily towards preventing players from enjoying client-side content that's locked behind microtransactions (for example, EA's new Skate game).
rekoil
Fuck me, this makes everything make sense... how did we end up here?
brendoelfrendo
This is done, and generally doesn't work as well. Your model will catch people using yesterday's cheats, but the cat-and-mouse nature of cheating means that people will adapt. Funnily enough, cheaters are also training models to play games so that they can evade cheat detection. The kernel-level anticheats are designed to prevent the game from running if they detect you are running any software that interacts with the game. Much simpler for the developer, and circumventing it usually requires running your cheats on a second machine which a) limits what you can do and b) has a higher barrier to entry.
pmarreck
I don't believe there's a foolproof way to do this.
It's basically the usual cat-and-mouse game of an arms race.
__alexs
It's funny that game makers make a fuss about anti-cheat not working on Linux but then publish Switch versions of their games. That platform has almost zero security and is commonly emulated with cheats even in multiplayer these days.
hiccuphippo
If people cheat in the switch, they can blame Nintendo. If people cheat in PC, they can blame the anticheat. Without anticheat, they have to take the blame.
j-bos
This. Even kernel level anti-c-spyware can't stop a cheap vision model hokked to a mouse, see youtube for examples from simple auto input up to full on elctromuscular stimulation.
embedding-shape
Based on the latest report from Dice/EA/BF6, seems indeed like they're detecting hardware-based cheating as well: https://store.steampowered.com/news/app/2807960/view/4972134...
Although who knows, they might be outright lying about that just to scare cheaters, but I tend to default to assuming what they're saying is more or less true.
orbital-decay
Looking at the accessibility alternatives they suggest, they were probably detecting XIM users, not the much nastier PC stuff like DMA cards.
huflungdung
[dead]
Levitz
It's a numbers issue. How often do people encounter cheaters while playing Switch games online?
__alexs
Often because of cross play.
Mindwipe
The Switch has good security as long as you can check the OS version robustly.
Any Switch game using an anti-cheat solution that can't trivially detect that it's being emulated is... not using a very good anti-cheat solution.
Almondsetat
The thing is: the Switch has a clear ToS, and if the user breaks it they can get into trouble. OTOH, if you release your game in Linux... that's it
riddley
The games have ToS though right?
Almondsetat
The Switch is a closed proprietary platform, so Nintendo can give some guarantees, and if the user does something at the Switch level, the responsibility of legal action will be on Nintendo, saving up headaches to the publisher.
bakugo
> is commonly emulated with cheats even in multiplayer
There is no Switch emulator that can play online on official servers.
The only way you can cheat online is by hacking a real console, but the percentage of people who do it is quite small.
__alexs
AIUI you can do it, but you risk the Switch you got the data from being banned.
shmerl
Client side anti cheats is a lazy excuse why they don't want to spend on server side anti cheats anyway.
SirMaster
How do you stop a client-side wallhack with server side anti-cheat?
nevon
Don't send the client information about players they should not be able to see based on their current position.
LanceH
run your own servers, an admin watches them track people behind walls, player gets banned, move on. Oh, they took away player run servers...
tonyhart7
what multiplayer (esports) game that can run on switch ????
fornite???? its not gonna be main playerbase
amarant
From the top of my head: Rocket league, Splatoon.
I'm sure there are others, but those are the 2 I play
prmoustache
mario karts
Q6T46nT668w6i3m
Madden and NBA2K
MisterTea
But can it run Crysis? No. Not on Linux :-(
I actually really liked Crysis for its open maps where you can approach a goal using different tactics. It had a lot of flaws and I hated the alien ship along with everything after as it was way too linear. Though I really want to play it again but alas, no more Windows for me.
hastily3114
Is there really no way to make anti-cheat on Linux that can't be bypassed? I don't know much about this, but it seems very difficult to make an anti-cheat for a platform where you can make changes in the kernel.
soloridindan
I think the moment you accept data from the client as truth you've lost the battle already, everything else is just damage control. Loads of games have realized this and kept checking game rules on the serverside and reveal data on a need-to-know basis. This makes it nearly impossible for cheats to be made because anything you know you should know, and everythin you act is parsed by the backend according to rules already present
jsheard
Some kinds of cheating can be mitigated that way, but it can't really stop cheats which just play the game more optimally than the user is able to, using the same inputs and outputs that a legit player would use. Aim assistance in shooters, automatic parries in fighting games, economy-breaking levels of automation in MMOs, and so on.
There's also practical limits to how much data you can filter out in complex 3D games, both due to performance constraints, and because culling information too perfectly can cause things to pop into existence too late under real-world network latency. The effectiveness of ESP cheats can be reduced, but not eliminated in practice.
nkrisc
You could probably detect those kinds of cheats heuristically on the server. There are limits to human ability. It’ll take more time to catch the cheaters, but I’m sure it’s possible.
This player is posting 30 auctions per second. Bot.
This player is turning at a rate of 500 radians per second to make perfect headshots. Bot.
soloridindan
I think anything that relies on reflex alone is flawed design. You can design around this, by for example in Dota2 it doesen't matter how fast you click an entity, because the turnrate of your character is limited, so a person clicking reasonably fast and a bot clicking in 0.01ms both arrive there at the same time. Precision also doesn't matter, because a player can click the icon of the enemy instead of trying to match the pixels on screen. MMO scripts that use information already given by the game just seem like the MMO should invest in UX instead of trying to ban people for using the tools the game already gives them.
brettermeier
However, this only solves the cheat problem to a minimal extent. There is a lot of important data that players should not be directly aware of, but which is important for the game. For example, it is important for calculating sounds to know where enemies are nearby, even though you cannot see them, which makes wall hacks possible, etc.
soloridindan
Sounds are core to shooters and very much within the expected abilities of the players to hear them. If anything, I'd incorporate this kind of indicator in the game itself, allowing for deaf people to "hear" footsteps as well
Thaxll
This is not how it works, most games that take cheating seriously already have a gameserver where most of the gameplay logic happen.
Doing everything server side does prevent cheating.
vkou
That only solves half of the cheating problem - illegal inputs from clients.
The other half is much harder to solve. For a simple example - my client knows that there is an enemy player around a corner. It knows exactly where that player is, because that player is walking, and making noise. A cheats could allow the cheater to see his opponent's player's model through the wall.
For a more blatant example, consider cheats in a first-person shooter that just snap your aim to the nearest enemy's head. This involves zero violation of the game's logic, and also makes the game completely unplayable for everyone in a lobby.
soloridindan
You already know where an enemy is if you hear them behind the wall, you don't need a cheat to tell you that there is noise coming from other side of the wall. The server also doesen't need to tell you they are behind it if they're sneaking. A game that allows zero home-in time sounds like a flaw in the game and something solvable on the serverside.
You can replace a playermodel with wider "sound coming from around here" if you want to make it even harder for a cheat to pinpoint a sound
jsheard
A trusted entity (probably Valve) could provide a locked down distro where kernel integrity is enforced through secure boot and TPM attestation, but that would mean giving up some control over your own system. There's no guarantee that anything client-side is impossible to bypass of course, but the goal would be to more or less match what Windows offers, which isn't perfect either.
ChocolateGod
> giving up some control over your own system
There could simply be a developer option that disables these integrity checks but subsequently breaks online games that rely on them. Valve could also offer a module that allows signed user-space binaries access to kernel space, which would be an improvement over Windows offers in that anti-cheat wouldn't need to live in the kernel.
I think that's a fine trade off.
NekkoDroid
You don't even need a developer mode. I was looking into making my own image based distro/system which has its bootchain entirely verified and I intend to make any modifications via system extentions[1], which IIRC also get measured aswell (or was at least planned somewhere). To be fair, this is purely additive or overlaying, so no removing of files, at best changing. This all would be signed using Secure boot and after the fact using dm-verity.
Secure Boot in theory isn't even necessary, only TPM2. Secure boot only ensure that you are actually booting into a binary that you expect to boot in this case, so if your binary is actually different it would result in different PCR values in the TPM indicating something is wrong.
Sadly a lot of end user software (flatpak, ...) isn't packaged & signed in a way which would allow for full "only run software I allow by importing public keys" (read Linux IPE[2]), but what can you do, only your best I suppose...
[1]: https://www.freedesktop.org/software/systemd/man/systemd-sys...
CuriouslyC
You don't need a full distro, you can just run the game in a VM sandbox with trusted computing extensions alongside whatever distro you want. That breaks cheats that rely on network/memory inspection, you can still cheat using the raw pixel output to drive faked input, but I don't think the loop is closeable there.
keyringlight
Has anyone produced a proof of concept for such a system, for gaming or otherwise?
Given that a certain amount of windows gamers have been having issues making sure their PCs complied with the config requirements for the latest COD/Battlefield, it would seem an even higher bar for a consumer targeted bit of software that needs to do more to be running securely (or add a different mode to your distro install and reboot to it), alongside the wider variety of distros/configs. Distros advertising themselves for gaming or getting people to migrate from windows are also trying to keep barriers to entry low or to appear simple.
Hikikomori
Could reboot into secure mode for these types of games.
mcv
Reliable anticheat is serverside. Clientside anticheat sounds like a fool's errand to me. You need to control the client, so that means the user cannot be in control of their own computer, which is contrary to the idea of Linux.
kimos
It works on Windows by essentially rooting the machine. MS holds control of a bunch of stuff because they hold the signing keys. It’s fundamentally incompatible with open source.
tete
And it still doesn't prevent cheating.
embedding-shape
> It’s fundamentally incompatible with open source
Yeah, I mean why would they open source their anti-cheats, would defeat the purpose, wouldn't it?
Not sure why you bring up OSS here, it isn't relevant in the least, plenty of non-OSS runs on Linux even though Linux and more is OSS.
tete
Yes and no. I agree the only thing that can be reliable is server side.
However that means that anything based on reaction times and such is impossible to protect against (under reasonable conditions). At the end of the day you can always have a robot sitting at your desk. But there is steps to that. You can have something that highlights enemies, etc., you can have something that controls keyboard and mouse (maybe inside a VM, so you don't need hardware) and so on. You can reverse engineer packet encryption in a debugger (in most situations) and have something on the network messing with stuff and so on.
So in that regard, yes you can prevent everything you can prevent on the server, but you cannot prevent every sort of cheating on the server.
Everything that has rounds basically can be prevented (other than again a bot playing).
Everything that is complex to automate is better, but might just make cheating more "worthwhile".
The other thing you can do on the server is "dumb cheat" detection. Eg. the odds of someone being consistently as good at a game and such. Statistics like that is widespread and doesn't need any change on the client.
63stack
There is no way to make anticheat that can't be bypassed, regardless of OS. All of the anticheat games today have cheaters.
360MustangScope
It doesn’t have to be 100%. The point is to make it inconvenient. The majority of people will not do it if it is inconvenient.
Thats the point to many things in life that you just make it more difficult and most people won’t be bothered to attempt to circumvent whatever it is.
There will still be circumventers but it is will be less than if you just said fuck it.
zeta0134
Sure. That also means it doesn't have to be kernel-level rootkits that fundamentally break the security model of my operating system and risk my bank account. Most people will be stopped by userland anticheat, right? It's inconvenient. So ... put it *there.*
And if someone does the kernel bypass thing, well, rely on server-side heuristics (which are imperfect, but also unknowable to the attacker) and you'll discourage enough of that with account bans.
Helpfully eSports players tend to have video captures of their gameplay, and most of these "undetectable" cheats are real obvious if you actually watch the footage. That catches most of the serious stuff at the upper level. It's why video verification has been a thing in the speedrunning scene for such a long time.
mrob
Correct. E.g. you can aimbot by routing the video signal to a capture card on a separate computer and run image recognition software to generate mouse movements spoofed at the hardware level. The only way to reliably prevent cheating is with in-person tournaments played on hardware provided by the organizers.
tgv
As someone said about the lack of a Switch anti-cheat: it's a numbers game. If cheating is as easy as downloading a .exe for a few $$$, you're going to find cheaters everywhere. If it requires a complex, and/or fairly expensive setup, the number is going to be very low.
That's assuming there's no money in being a cheater.
calgoo
The best way is to just make private servers, so people can play with their friends and not have to worry about random players. This also solves the issue of people using.... language thats not acceptable in games.
Q6T46nT668w6i3m
Yeah. It’s an erosion of rights that doesn’t solve the problem. You only need one cheater to make a game feel bad and DMA devices or pixel tracking can’t be stopped with these anti-cheats.
RobotToaster
Linux is resistant to rootkits, which is what these things are, and allows you to remove them, yes.
The correct solution is to verify everything server side, or actually have humans watch replays and ban cheaters, but both of those would reduce profits, so will obviously never happen.
SkiFire13
CSGO has actual humans watch replays to determine whether people were cheating, it's called overwatch. As can be seen, it doesn't actually stop cheating, at most it ensures that blatant ones are banned after the fact already happened.
vablings
CS2 Does not have overwatch anymore. VAC Live is completely AI and its a known fact that valve have a few buttons and sliders to play with to go through ban/boom cycles for cheaters to maximize impact
Arainach
You'll never see cheats banned in real time - that provides an enormous amount of data to cheat developers to allow them to quickly learn to evade your detection. Bans after the fact in large batches are the only sustainable way to go.
lan321
IMO the real solution is back in community servers and votekicking.. It works on old games with no anticheat measures..
Maybe add some blatant detection for people teleporting and doing other absolutely impossible things serverside, but I don't understand why my team has to ruin their 'reputation' teamkilling a cheater so he doesn't ruin the game completely in most current games when the anticheat only catches free, old cheats. Just let people votekick and find someone else in the matchmaking queue who's willing to join halfway through.. Once votekicked enough times you can escalate to the AI (always indians) for automated (manual) review.
Also, you don't even have to ban cheaters. Just isolate them to play with each other. Some might find it fun and keep away from the normal players.
Edit: The 'issue' with community server manual review and votekick is you can be kicked for being cracked or garbage at the game legitimately, but TBH at this point you're ruining the fun of everyone else, so you should probably get in another server/match.. Also that premades can have majority, but that's easily solved by reducing their vote weight.
Hikikomori
I mean not really, as someone that had been votekicked from many games. Servers with admins does solve this, but has it's drawbacks. But you also cannot have the matchmaking type of game that are popular today.
Back in MW2 if you were the host you could kick players from your game using a cli tool that adjusted firewall rules.
JustFinishedBSG
There’s just no way to stop cheating client side despite what devs love to think. But server side anti cheat is much harder and requires more work; it’s much simpler to just install spyware / rootkits on the client and call it a day.
360MustangScope
You can’t prevent wall hacks with only server side anti cheat. The client needs that data locally before the enemy is rendered on screen.
As mentioned in another comment, you can’t do this on the server without expensive checks for every single player that is always checking line of sight, because it’s not just your session running on a single server but multiple sessions.
And let’s say you did this, now you have a latency problem because most modern games to make them feel fluid has client side prediction with server reconciliation. This is what makes your modern games feel more responsive, if you put a constant server check there you have lost this.
No matter what people say online, it isn’t just move all of it to the server, there is data the client needs to know and can’t be spoonfed by the server.
data-ottawa
I think it’s an organization accountability issue.
Why would a company pay for anti cheat infrastructure when they can outsource it to some company and blame them if there are cheaters or upset users? Windows is the status quo too, so it’s very easy to point to everyone else when justifying your choice to the execs.
It would be great if steam deck+box start costing studios quantifiable amounts of money that can be used to justify fixing this instead of outsourcing and hand waving.
tete
You are looking completely wrong at this. There is no anti-cheat that cannot be bypassed. Period.
You can always run things in a VM, you can always replace your keyboard and mouse with a different device, you can always have your a camera instead of human eyes and have something that recognizes enemies.
Even cheat detection in the real physical world (sports, chess, etc.) is not a completely solved topic.
You can connect computers to other computers so other computers will always be able to control them.
The idea that any (currently realistic) cheat prevention is unbypassable is silly.
embedding-shape
> The idea that any (currently realistic) cheat prevention is unbypassable is silly.
The idea that anti-cheats don't make sense because they don't catch 100% of the cheaters is what's silly, who believes that? Not even the people writing these anti-cheats believe catching 100% of them are possible, why are you under the assumption that others think that's possible?
If it removes 80% of the cheaters from the game, the experience goes from "Holy shit lets leave" to "Ok, bothersome, but fine", this is what they're reaching for, not some fantasy utopia that you seem to be under the impression is the target.
krzyk
> the experience goes from "Holy shit lets leave" to "Ok, bothersome, but fine",
This is making those rootkit anitcheat mechanism work. If people will leave, cheaters will play only with cheaters - problem solved.
saghm
I don't think the comment you're responding to is trying to claim that. They're responding to the parent comment asking if there's any way to actually make a Linux anti-cheat method that isn't bypassable and pointing out that this framing isn't really useful because there's no way to make one on any platform that's actually impossible to bypass. Their point isn't about whether it's useful or not to have imperfect anti-cheat but that there's nothing fundamental about Linux that changes the fact that the anti-cheat is going to be imperfect anywhere.
drnick1
I used to dual boot, but I that there are so many games on Linux, I just don't buy or play incompatible games. So EA lost a BF6 sale for being assholes.
teroshan
Same situation here. If it were last year, I may have caved. But at this point I don't want to bother with dual booting and losing my Linux context as I do so.
Instead I'm playing ARC Raiders which works perfectly on Linux and I don't regret a thing.
Jhsto
Cheats aside, are there any competitive games that include Uber-like rating system? Meaning that you'd need to provide feedback whether you'd play with your opponents/teammates again after a game.
GCUMstlyHarmls
Overwatch (1) had something like that. Not sure if Overwatch (2) still has it, or how it functions now.
In higher ELO, people would target good players with "avoid player"^1, effectively soft-banning those people from match making because the pool was small enough. They would still get put in matches eventually but their queues would blow out a lot.
From memory it did not have an explicit "match me with this person" button, but you could thumbs up players in the post-match podium as well as endorse them which may have soft-factored into matching you with them again.
\1 I think it was called this. It was a general "bad attitude" marker, not a "bad team mate" or "bad opponent" marker.
NekkoDroid
Overwatch (1 and 2) had/have an avoid system, but it only avoids as teammate. Overwatch 1 use to at the very beginning have a system to avoid a player as a whole and they wouldn't be matched in your game at all, but that was remove really early on, as it is easily abusable against good player (I don't want them on the enemy team, they are too good so just get rid of them entirely) and there was a report system anyway for other kinda bad stuff.
Then there is just the endorsement system, which is just a level from 1-5 and you can endorse people you liked playing with. It doesn't really do much in matchmaking but you can't do certain things if you are below a certain level (I forgot what all it was but you can't make (public?) custom games if you are too low and I think text and voice chat could also get disabled if you are too low).
silvanocerza
Dota 2 comes to mind, they have the commend system. If I remember correctly they added something like this to CS: GO too.
super256
Pretty sure the commendation system in CS is just for looks, as it can be easily gamed.
Insanity
Yes to some extent, I believe “The Finals” asked to rate how each match went in earlier seasons. But that stopped now that the game is more mature and feeling well balanced.
Cod MW2019 would occasionally ask, but once every X game IIRC.
kreco
The idea of someone rating me, or rating someone else makes me anxious.
I'm not sure it would be better than just reporting people with undesired behavior.
gilrain
> The idea of someone rating me, or rating someone else makes me anxious.
But not enough to avoid, as you’re here.
Insanity
I think it’s more anonymized like “did you enjoy the game with this team (1-5)”
Rucadi
Smite used to do that, but long time since I played it.
droolboy
The only game I miss when I moved to Linux was League of Legends. Everything else pretty much works. I get that it’s not worth it for them to deal with more potential cheating, but it’s a bummer.
asmor
The worst thing about League was that Riot added it retroactively after years of effort to patch Wine to work with League's weird quirky code. It was the only game that I always remember having a custom Wine build in Lutris even as far back as the early 2010s.
It also would be completely unnecessary if they fixed their servers.
Kenji
[dead]
stavros
Hm, most of these seem updated 3-4 years ago, is this list relevant any more?
The only multiplayer game I currently play is Beyond All Reason (a RTS game).
It's a free and open-source game, so creating a cheat client would be especially easy. But I've never encountered cheating.
I think there's a few reasons for this:
1) The playerbase is small and there is no auto-matchmaking, just a traditional list of servers. This results in the same group of people always playing together. People don't want to cheat when they're playing with acquaintances they see frequently.
2) Spectators are allowed in every game. The top-ranked games usually have several spectators.
You might think this would result in even more cheating, but in practice the spectators would prefer to watch a sneak attacks succeed, because it's funny. It's boring to be whispering the enemy secrets to you buddy on a private Discord, it's more fun to watch your buddy die in a surprising and funny way.
Also, the spectators can spot if a player does something that suspiciously well timed or lucky. The spectators see all, so they have the information needed to spot suspicious behavior.
3) Official servers create an official record of what happened in every game. The entire community has access to all the recordings. If someone thinks cheating is happening they can link to the official game recording on Reddit (or whatever) and everyone can see what happened.
4) An active moderator team reviews every report of cheating. There are official moderators that do the banning, but also volunteer moderators which can watch the recordings and create a trusted written account of what happened; this makes the official moderators have an easier job.