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by phendrenad2 95 days ago
I'm kind of lazy, but I did click around a bit through the thread to try to find your source. I couldn't find it. Can you copy-paste the relevant data here? (I.E. where you get this "5%" figure, even if it's just estimated)
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observation of games implying stronger anti-cheat measures over time and customer count staying exactly the same or growing. league of legends is a prime example, although it did create a crater for awhile. this all comes from people who actively sell cheats.

nothing I can give solid foundations for so you'll just have to take my word for it.

Based on those observations, I'm not convinced of your conclusions. There are a lot of unaccounted-for variables (such as game popularity, prize pools, government effecacy in cracking down on black markets, etc.). If someone does this same analysis, and accounts for those other variables in some way, and includes a lot more than one game in the dataset, I might be convinced that there is some evidence that kernel-mode anti-cheat isn't effective, but then, we need to establish that it isn't simply a deficiency in the implementations...