Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

> My point is that most of the cheating comes from structuring the game around pro-play

This is incorrect. Both selling cheats and cheating are big businesses.

In Escape from Tarkov, cheaters bought the game (50€), cheated to get in-game items, sold in-game items for money, got banned, and bought the game again. It's literally profitable to keep buying a 50€ game after getting banned.

Same happened with Diablo 3 when it had the real money auction house. A mate of mine earned around 10k in 3 months and went through a dozen accounts a week.

Team Fortress 2 basically has no competitive scene, but the casual games are full of cheaters anyway. And you can't even make money through it, unlike the previous two examples.

The bottom line about cheating is, it's relatively easy to prevent with manual moderation. But humans doing stuff dOeSn'T sCaLe, even though banning cheaters that will re-buy the game has a positive RoI.



> In Escape from Tarkov, cheaters bought the game (50€), cheated to get in-game items, sold in-game items for money, got banned, and bought the game again. It's literally profitable to keep buying a 50€ game after getting banned.

You can blame in-game microtransactions and the idea that in-game inventory is worth money on that one.




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: