This has nothing to do with anti-cheat. I work on Rust and most servers are hosted by the community and there is a good modding+custom map scene. The game has an anti-cheat because it's a big target for cheaters.
Rust remains maybe the last true community game that's just solid all the way through where the studio is good to its players and doesn't patronize and betray them. I can have the sort of fun I would have had 20 years ago in Rust, and everything else feels like monocultural slop by comparison.
I wish more of my friends wanted to play it, and wish I had more time for it.
Naah, Rust from Steam just doesn't even launch on Linux for me (Mint aka Ubuntu aka Debian). Regardless of "Compatibility" choice of Proton. So there's no opportunity to even choose the server.
You need to run RustClient.exe instead of Rust.exe (default) to skip EAC setup. The only way to do this in the Steam UI is to add it as a non-Steam game.
Actually it kind of works out because cheaters want to play with people who aren't cheating. The few servers that run with anti-cheat disabled would have small communities that aren't attractive to cheaters.
This is the truth of it. If you can unlock all the on-disc DLC or create and use your own maps, mods, skins, etc. it risks the money companies want to take from you after you've already paid the $60-$80 for the incomplete game itself.
Anti-cheat is about protecting DLC profits as much as it is anything else.
It's a shame too because we got so much good content from random people who just loved the games and wanted to create neat things for them. It was one way that some people started their careers in the video game industry and it spawned a lot of other websites and communities around sharing, reviewing, and creating all that free content.
Not really. A huge number of players are on consoles that have little to no support for mods and games today have too many centralized online servers and companies who keep insisting on control over your local PC which means that game companies can decide what mods you can and cannot have on your system.
There was a time when the concept of "banned mods" only ever applied to a specific server out of countless other servers and locally you could do anything you wanted, even run your own server.
I agree with you in sentiment and am very nostalgic for the pre-monoculture days, but I also acknowledge that competitive games are a multi-billion dollar industry, and trying to moderate a game with millions of players in a distributed environment is just a non-starter.
You reject the premise that such control is necessary for your idea of fun.
But millions of players enjoy ranked matchmaking enough that without aggressive anti cheat you will wind up with cheaters.
I hate the root kits as well, but if you spend any time playing Valorant vs CS, you will see the difference. If I play CS consistently I'll get cheaters once or twice a week. In Valorant it's almost unheard of by comparison. It sucks, but that's just what's happening.
Do I wish I at least had the option in Valorant or whatever to host a server? Absolutely. Do I think they use the rootkits maliciously? No, generally not. Do I think studios are disincentivized to provide server hosting due to DLC or microtransactions? Definitely. But I also think there's often also a game integrity component. All of these things can be true simultaneously.
It doesn't matter how good the game developers are, someone out there is could make a better map.
The studios took control of everything, and their answer is to rootkit our computers, and to buy more DLC if we want another map.
Personally, I don't accept the premise that such studio control is necessary for me to have fun playing a game.
I especially miss custom maps.