It's kind of an open secret that habitual cheaters did use the family sharing system to constantly circumvent bans in games that allow it.
I'd have preferred a limited sharing system TBH. I.E. If anyone you share the game with gets banned, you can't share that game anymore rather than both getting banned. But that's more complex to implement and I guess Steam just opted for the easy option.
But overall this is very much a case of "shitty people are why we can't have nice things"
If anyone you share the game with gets banned, you can't share that game anymore rather than both getting banned.
People will just set up an alt account and try increasingly obvious cheats to find out what they can get away with; there's no downside to trying out a cheat.
If you might lose your $50 game because you used autohotkey to rapid fire you're probably not going to even try it, whereas if you have one free pass you might. And then try an automation script. And then an autotargetter.
Then when you find out what gets you a ban do a little less on your main account.
They should be able to fix anything caused by a Cronus out of game, they don't have any feedback coming back from the console, it's just a programmable input adapter. If jittering the aim around is actually helping (I have my doubts), the game should be able to fix that.
I actually used to have a Cronusmax when I was into older consoles. They can be quite useful to keep from having to use licensed controllers that are hard to find or for creative remapping of games with old irritating control schemes, inverted stick axes, making you look left/right with buttons, etc. I scripted a ton of PS1 games into something less irritating and more consistent with what most games use today. It's still just an input processor though, so I suppose you could try to put in some sort of recoil control algorithm to have it automatically counter that, but I don't trust that it would be consistent enough to matter. You could very easily make a "turbo" button for like an automated rapid fire, but games have for the most part stopped that from working too.
so I suppose you could try to put in some sort of recoil control algorithm to have it automatically counter that, but I don't trust that it would be consistent enough to matter
Unless you're as insane as the Rust devs and give your guns predetermined recoil patterns instead of randomised, that is.
It's always wild that they left such an easily exploitable mechanic in a full-loot PvP shooter for years
As I understand it cheat detection/evasion is an ever evolving landscape in any live game. What might be safe one week may not be safe the next.
In that environment testing on an alt account would still give them a single use get out of jail free card, but it won't provide enough information to then cheat safely on their main account indefinitely.
At best they might get a few weeks grace if they're ballsy enough to keep cheating, but if they keep using the same publicly available methods evermore it's not a question of if, but when they get caught.
It's kind of an open secret that habitual cheaters did use the family sharing system to constantly circumvent bans in games that allow it.
I'd have preferred a limited sharing system TBH. I.E. If anyone you share the game with gets banned, you can't share that game anymore rather than both getting banned. But that's more complex to implement and I guess Steam just opted for the easy option.
But overall this is very much a case of "shitty people are why we can't have nice things"
People will just set up an alt account and try increasingly obvious cheats to find out what they can get away with; there's no downside to trying out a cheat.
If you might lose your $50 game because you used autohotkey to rapid fire you're probably not going to even try it, whereas if you have one free pass you might. And then try an automation script. And then an autotargetter.
Then when you find out what gets you a ban do a little less on your main account.
They should be able to fix anything caused by a Cronus out of game, they don't have any feedback coming back from the console, it's just a programmable input adapter. If jittering the aim around is actually helping (I have my doubts), the game should be able to fix that.
I actually used to have a Cronusmax when I was into older consoles. They can be quite useful to keep from having to use licensed controllers that are hard to find or for creative remapping of games with old irritating control schemes, inverted stick axes, making you look left/right with buttons, etc. I scripted a ton of PS1 games into something less irritating and more consistent with what most games use today. It's still just an input processor though, so I suppose you could try to put in some sort of recoil control algorithm to have it automatically counter that, but I don't trust that it would be consistent enough to matter. You could very easily make a "turbo" button for like an automated rapid fire, but games have for the most part stopped that from working too.
Remember, you are talking to a guy that thinks players shouldn't be able to re-map controls at all.
Unless you're as insane as the Rust devs and give your guns predetermined recoil patterns instead of randomised, that is.
It's always wild that they left such an easily exploitable mechanic in a full-loot PvP shooter for years
As I understand it cheat detection/evasion is an ever evolving landscape in any live game. What might be safe one week may not be safe the next.
In that environment testing on an alt account would still give them a single use get out of jail free card, but it won't provide enough information to then cheat safely on their main account indefinitely.
At best they might get a few weeks grace if they're ballsy enough to keep cheating, but if they keep using the same publicly available methods evermore it's not a question of if, but when they get caught.
I guess you'd have to be able to prove it wasn't you cheating since it's still on your account right?
Maybe they can't do that without fucking with their privacy policies too much.