Citation needed. I'd be quite surprised if it were common for servers of professional games to trust the client in that sense (i.e. allowing it to decide game logic like what gets spawned where).
As far as I'm aware the most common types of multiplayer cheats are
* wall hacks, which you could probably prevent by not sending the client any information about objects that the player can't see, but that would require the server to calculate the line of sight for every player/object, * and aim bots, which I don't think you could prevent at all on the server side since they don't rely on the bot having access to any information that the player isn't supposed to have. They just rely on the bot being better at aiming. I suppose if you did all rendering server side and only sent the rendered graphics to the client (i.e. streaming), that would make it harder for the bot because it'd now have to do image recognition to find the target, but that just makes it harder, not impossible. Plus, game streaming wasn't well received for a reason and anyway, I don't think that's what you had in mind when you talked about "not trusting the client".
Btw tell me exactly how an aimbot that takes the visuals from the player's screen and tilts the player's cursor so (or not so) slightly towards identified moving targets, are to be avoided from the server. Modern cheating is already a hard-ass problem to solve, much more so if no client-level monitoring is desired.
I can make a game with full server trust to show you if you like.
When I start a game and I see an Easy Anti-Cheat banner I think to myself "Great now I can be killed by an aimbot while simultaneously hosting a root-kit voluntarily."
Why do you think these systems are advertised like that, at the forefront of the game load? It's so that the developers create a false trust in the playerbase that they're doing their damnedest to prevent cheaters, when the reality is that they paid a small amount of cash to a third party to use a system that does a piss-poor job at everything aside from being a symbol of effort and adding incompatibilities where there shouldn't be.
eac bypassing is trivial to a laymen, that doesn't bode well as a defense against people that have made cheating their hobby.
and to be clear : I use EAC as the example because to me it symbolizes the 'security theatre' side of the effort. Real anti-cheat efforts exist, and those should be applauded. EAC ain't it, but it's the industry standard... worrisome.
Realistically these days with how expensive most of these games are to run and make, if you do not keep cheaters away it can tank the entire project, e.g. Cycle: The Frontier basically had to shut down because they couldn't keep cheaters at bay, in a system that heavily relies on player count to remain healthy and fun. Once the cheating gets bad enough, people stop playing the game, which leads to a death spiral: it starts with bad queue times, which leads to people playing other games, and that spiral further diminishes the playerbase beyond a point of no return. Cycle barely made it 12 months and the result was a multi-million dollar project getting flushed down the drain.
It's pretty hard to have fun when the server is full of cheaters.
That user would happily play that game, but the game publisher doesn't want them.
Incredible.
What is productive is calling out hostile behavior and comments that do nothing but hurt the ecosystem. I see these type of strong negative opinions in a lot of areas of the Linux community. “Oh you do X, that’s stupid you should not be using the product like that”
Well-designed games offer limited potential for cheaters by design. An anti-cheat software can help to eliminate the little potential that is left, but often games are designed without cheating in mind and some anti-cheat software is put in place to solve all the issues that were produced by the bad design.