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Games Entertainment

Game Developers Cracking Down on Cheating 510

Hector73 writes "ZDNet has an article discussing a growing concern for the makers of on-line video games. Cheaters and trolls are making it harder for casual users and newbies to get hooked on the on-line versions of games. Considering that on-line gaming may become the major revenue source for game makers over the few years, maybe they will actually do something about it."
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Game Developers Cracking Down on Cheating

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  • Counterstrike (Score:2, Interesting)

    by AKAJack ( 31058 ) on Friday June 07, 2002 @04:20PM (#3661846)
    I don't know about you guys, but CSGuard and HLGuard have just about killed Counterstrike for me. If I go into servers without them there's no problem, with them and it's constant crashing.

    I don't mind products to even the playing field (a 12 year old with OGC can ruin a whole game you've been in for hours), but when they interfere with game play, what's the point?
  • Ack (Score:1, Interesting)

    by MrSloth ( 544065 ) on Friday June 07, 2002 @04:22PM (#3661863)
    I have always been bothered by cheaters and jerks and such. Mostly my real world friends and I just play alone. Beats dealing with the general gaming pupulace.
  • by imta11 ( 129979 ) on Friday June 07, 2002 @04:23PM (#3661870)
    Gamers should take power into their own hands. Some people will write cheats, so others have to write anti-cheats, and they don't have to be the fluffy "detect and block" kind either. Some jackasses at my school were cheating at CounterStrike, the only game worth playing, so I took it into my hands to write a little java app that crashes their server whenever they do it. Legal, maybe not, effective hell yes.
    They stoped cheating, we started playing.
  • by Boone^ ( 151057 ) on Friday June 07, 2002 @04:24PM (#3661881)
    How long would Tiger Woods put up with the PGA if people took a mulligan any time they wanted?

    When I buy a game, I'm purchasing the entertainment. If you're on there with autoaimers or speed-up cheats, you're taking my entertainment away.
  • by Anonymous Coward on Friday June 07, 2002 @04:24PM (#3661884)
    I'm all for people having the right to cheat as long as they're clearly labeled as such. Heck, that might be interesting to have an all-cheaters league. Let the best cheater win. Keep them out of the other normal games.
  • Question. (Score:2, Interesting)

    by 3-State Bit ( 225583 ) on Friday June 07, 2002 @04:24PM (#3661885)
    Remember dongles of a by-gone era? (They were hardware that would "activate" your game by returning the proper answer to challenges given through the serial/parallel/etc. port).
    Well, why don't gaming industries today make dongles that have /lots/ of the game logic in the hardware? Besides fancy graphics, etc, I bet you could basically /cripple/ a game by having the basic maps/character stats/whatever be controlled by secure hardware attached on a USB slot. Since this solution would cost far less than the $49.95 for which a next-generation game retails today, why don't we see more "cheating isn't possible" solutions based on having lots of the "easy" (low-computing power) solutions based on a dongle attached via USB?
  • by limpdawg ( 77844 ) on Friday June 07, 2002 @04:26PM (#3661899) Homepage Journal
    The fact is that games can not simply act as a glorified frame buffer and transmit keystrokes and mouse movements to a centralized server and then display the results with minimal computation on the client side.
    To get around the limits of network connectivity available to vast majority of people developers have to allow the client to render the graphics and interpret the input and then send back the minimum that is needed.
    While we all know that open source generally increases security, when you're dealing with people who are trying to abuse features you can't let them know all your secrets. Open source security assumes that the people working together want access to each other, but want to keep others out. The game security model assumes you want to let anyone in, but keep them from doing bad things.
    Thus unless you move all potentially abusable functionality to the server side, open source gaming will be limited except for games which tolerate low bandwidth and slow ping times.
  • CS 1.4 (Score:4, Interesting)

    by wbav ( 223901 ) <Guardian.Bob+Slashdot@gmail.com> on Friday June 07, 2002 @04:26PM (#3661902) Homepage Journal
    Well, we have seen valve put in code with Counterstrike 1.4 that checks to see if your opengl.dll is correct, to stop people with cheats like OGC. However, this sucks for all those using wine, becuase wine uses a hacked version of opengl to run windows games in linux. I've been cs free for about a month now, as a result.

    The real irony is, wine will not load cheats (as far as I can tell), so people using wine cannot cheat. I had a similar issue with Cheating-Death.
  • Social stigma (Score:5, Interesting)

    by LBrothers ( 583483 ) on Friday June 07, 2002 @04:28PM (#3661921) Homepage
    I've played my share of online games, from the simple telnets [ibgames.net] to the varied mmorpgs. Technological and admin based solutions never seems to adequately solve any real poroblem.

    You can boot players, ban IPs, reprimand, close servers, but the miscreants always find a way back in, because its an enjoyable game to them... annoying others.

    The only viable solution I've ever come across is the social stigma. This method of self-regulations fails if the game doesn't implement a system of reliance on other players though. As long as several players are needed to band together to achieve certain goals, social stigma works.

    Picture a mmorpg where you need 3 other players to help you defeat a certain barrier. There's no other way, its part of the game structure. If you're a cheater, others won't help and you're limited in your game play. Where's the fun now?

    Game builders have to be aware that cheaters exist and really strive to construct game play in such a manner where players can self-regulate like that. Admins and code-limitations never seem to solve the real problem.
  • Trolls? (Score:3, Interesting)

    by RealisticWeb.com ( 557454 ) on Friday June 07, 2002 @04:29PM (#3661933) Homepage
    I can see you you can crack down on cheating, most people don't like it, and would support that kind of action, but Trolls? How could you ever crack down on that without censureing(sp?)? I personaly like the /. method of moderation, because all the posts still show up, but we can choose how much crap we want to see. But how can you implement that in a real-time senerio? I don't see how without using server-side filters which people will object to, or client-side filters which has already been done before.
  • Re:Public voting (Score:4, Interesting)

    by LowneWulf ( 210110 ) on Friday June 07, 2002 @04:36PM (#3661994)
    I know lots of Counterstrike players who are constantly banned from servers for winning too much: unless the other players are at the same level, they assume the better players must be cheating.

    (of course, this never happens to me; nobody could cheat and still suck so badly)

    Perhaps a ranking system. Players of approximately equal skill are pooled together by the server automatically after a certain minimum number of games. Cheaters can then play to their heart's content, but will end up with other cheaters and those who are so good that they can take on cheaters and still live.
  • by ChaosDiscordSimple ( 41155 ) on Friday June 07, 2002 @04:37PM (#3662006) Homepage

    Games with huge numbers of people like EverQuest will suffer from a certain number of bad apples, just like the real world. They're ultimately going to need to rely on policing, technology can't solve everything.

    Fortunately, many games don't have huge numbers of players. Quake games peak at a few dozen. Even as small scale games grow, there are practical limits that will keep size down.

    There is a partial solution I haven't seen implemented yet: trust networks. To play, you generate a public key and share it with all of the other players. As you play, you mark other players as being friends. (You can also blacklist them, but it's easy for the other person to create a new identity, so it's only a very small part of the solution.) When you mark another player as a friend, your client provides them with a signature proving that you marked them as such. Then based on these networks of trust you can make judgements about who to play with. When you create a game, you might limit it to "my friends, my friends' friends, and 3rd generation friends if they have at least three references from 2nd generation friends." Maybe you leave a spot or two open for anyone to hop in on as a way to make new friends (and if they're a punk, you and your friends can blacklist him quickly).

    This will make it harder for truely new people to make initial friends. Many gamers will know at least a few real-life friends who can give them a hand up. For the rest, they'll regrettably have to spend some time learning who they can trust. It's a shame, but it's just like real-life.

    There are few details I'm admittedly handwaving (key revokation, special case exceptions), but they're all solvable problems. I'd really like to see a system like them when I play Quake, Half-Life, Diablo II, or Dungeon Siege online.

  • by alriddoch ( 197022 ) on Friday June 07, 2002 @04:37PM (#3662009) Homepage

    At WorldForge [worldforge.org] we have obviously been considering this point since soon after we started, and we believe that this is not the case. It is true that to achieve the twitch responce of a first person shooter it is extremely difficult to detect client side cheating, but the more moderate pace of online RPGs can be different. If a model is chosen where the client is totally untrusted, the players ability to cheat by modifying the source of the client is minimised. An additional benefit is that this security model means it is far more difficult to cheat using add-on programs like those available for many current online RPGs.

  • MOHAA trolls (Score:3, Interesting)

    by swb ( 14022 ) on Friday June 07, 2002 @04:42PM (#3662047)
    I play a lot of online MOHAA and trolls are as much of a problem as cheaters.

    One of the most realistic ways to play MOHAA is with friendly fire on -- you have to know where you're chucking grenades and so on. However, it's nearly impossible because trolls will kill most of the team right at the spawn point. Some trolls block tight passageways or just play obnoxiously. In a full 8-user server, two trolls on one team can shift the balance of power so far its just not any fun.

    Then there are cheat trolls that combine cheats with trolling behavior (noclipping under the road and killing people, for example) to be seriously obnoxious.

    I don't know how you combat this, really. I think the best way would be enabling a kickban command that would kick a user from the server and then ban their IP, username, or both for a specified period of time. Banning IP blocks might be an option as well.

    I know, I know, NAT, DHCP pools, etc etc will lessen the effectiveness of such techniques, but if you make it just annoying enough to troll people might stop and go back to making prank phonecalls or whatever they did before they messed with games.
  • America's Army (Score:2, Interesting)

    by TonyZahn ( 534930 ) on Friday June 07, 2002 @04:43PM (#3662061) Homepage
    From what I've read about the Army's promotional game, it's probably got one of the strictist anti-cheating things I've herd of. If you shoot too many civillians or ANY of your teammates, you're given a time-out, and if you do it a few times in a row, you're banned. Automatically.

    As an aside, and I really hate to ask this, I still haven't figured out how to post a root-level comment. I mean, even the First Post-ers and gotse lamers can figure it out, but I'm stumped. Where's the "post comment" button?

  • Player Respect (Score:2, Interesting)

    by 23_Elders ( 147014 ) on Friday June 07, 2002 @04:48PM (#3662101)
    Most of the servers I play on generally give a lot of respect to the good players. I think one thing that helps are programs that display player statistics, like Psychostats for C-S. This program collects 2 weeks of playing info on certain players which you can access via the web... it is an awesome system. Not only can you check out how you rank, but you get a sense of how other players perform. If I see someone on there with a 37:1 k:d record, obviously I am going to watch that person for cheating. You can also see the patterns that makes a player good vs. a cheater. Frankly I am surprised no one writes a statistics analysis program for these sorts of things... there must be certain player stats that spike or behave differently for certain kinds of cheating.
  • Re:A perfect world? (Score:1, Interesting)

    by Anonymous Coward on Friday June 07, 2002 @04:51PM (#3662116)
    But this is information technology, once one person can cheat and steal, anyone who wants to can cheat and steal by piggybacking on the first ones technology. Once one person cracks the code and cheats, they publicize it for everyone. Normal theft protection is effective in the real world, where everybody must face the same risks. But in a game world, once one person has unlocked the safe, they tell everyone its open, and everybody is there within minutes. In order to stop hacking and cracking, we need adaptive technologies built to prevent this dissemination of knowledge from being effective. Code needs to be written to self protect. Once an intrusion or a hack is detected, it determines the nature of the hack, and forbids the next attempt. This way, people can crack something once, but they can't spread it to anyone else because it will be fixed as soon as it can be detected.
  • Accusations (Score:3, Interesting)

    by Winterblink ( 575267 ) on Friday June 07, 2002 @04:52PM (#3662128) Homepage
    One issue I have with the whole cheating thing is the accusations. I play Counter-strike [counter-strike.net] still and I've never used a hack or a cheat at all. Occasionally I get on a streak or something and end up massacring people. All of a sudden the accusations come flying in about me cheating. One server I got banned from when this happened, and I never did a thing.

    The moral of the story? Cheating not only hurts the newbies who want to get into some online games, but also hurts those of us who play often and occasionally show a glimmer of skill.

  • PKI? (Score:5, Interesting)

    by eddy ( 18759 ) on Friday June 07, 2002 @04:55PM (#3662144) Homepage Journal

    I agree. Playing with people you know is probably much more fun too.

    The only other solution I see is a -- and you've heard me say this before -- a web of trust. Integrate game-matching / chat and a PKI. Players will sign the keys (this can be abstracted in the GUI of course to make it simple) of players they trust and enjoy playing with.

    Then it is up to the players, some may risk it and play with anyone, others might only play with close friends, and the majority might opt for the middle ground and play with any player within some distance of the web of trust.

    You could do a lot of things with this. A client could chose to play any other client based on the number of signatures and their age (trusting it even if there is no path to it), etc.

  • by Gudlyf ( 544445 ) <.moc.ketsilaer. .ta. .fyldug.> on Friday June 07, 2002 @04:58PM (#3662162) Homepage Journal
    Since the capability of using one's cable modem with the XBox is there, it's just a matter of attaching the XBox to a hub along with a packet sniffing system, then either alter the packets as they go in/out or just view them. Encryption is poor, since you're sacrificing performance if it's too effective. People already do this with Dark Age of Camelot [darkageofcamelot.com], sniffing the packets and displaying maps on a Linux system, including where enemies are.
  • Would this work? (Score:1, Interesting)

    by Anonymous Coward on Friday June 07, 2002 @05:00PM (#3662180)
    *IF* we can detect cheaters (either by voting, or by server checks, or whatever), then I had an interesting idea occur to me recently.

    If we detect a cheater, let them continue to play, but give the server smarts enough to 'funnel' that player quietly into troll-land. It'll look similar to the real world, but only cheaters are in it. The trolls/cheaters would never know the difference.

    That way they can continue to play, but we also keep the 'real' gaming area free of them, letting the regular players enjoy themselves.

    What can be really interesting is that a portal could be built into the world so that regular players could, if they really wanted to, go to troll-land to fight the cheaters, or rescue anyone who got wrongfully thrown in.

    Food for thought...
  • Re:Counterstrike (Score:2, Interesting)

    by jasonbw ( 326067 ) on Friday June 07, 2002 @05:00PM (#3662184)
    Pretty simple. Just like any type of social activity, some people out there thrive on either A: showing off to impress everyone or B: causing trouble to irritate everyone. Some people can't be themselves. They hide behind some false identity to lessen the backlash and do whatever it takes to get attention. I think half the problem would go away if some accountability was introduced. That idea conflicts with many of the principles of an online society, so the problem may never go away completely.
  • by Animats ( 122034 ) on Friday June 07, 2002 @05:06PM (#3662220) Homepage
    If you can identify cheaters from the server side, don't kick them off, just dump them into a dungeon. One where they can frag NPCs all day without affecting the other customers. That way, the cheaters keep playing, theyr're happy, and they're diverted from getting a new account and making more trouble.
  • by afidel ( 530433 ) on Friday June 07, 2002 @05:07PM (#3662224)
    The problem is if you don't let people cheat or pk they just find other ways to be annoying. They can chat bomb, grief kill. In diablo you just heard up enemies and put em near portals etc, in warcraft3 they can team up and then drop out in a 2X2 and let you get decimated by 2 opponents, there are endless ways to cause people grief in online games without cheating. Basically until there are no areseholes in the world there will be aresholes online, and to get their kicks they will find some way to ruin others experience. In any game more complex than solitaire someone can and will find a way to make in unfun for others. Guess people will have to learn to live with it online just like in the real world.
  • Re:Peer ratings (Score:1, Interesting)

    by Anonymous Coward on Friday June 07, 2002 @05:12PM (#3662252)
    The article mentioned such a schema. Slashdot is a good example of this type of moderation scheme working in practice, although, there is room for abuse.
  • Re:Public voting (Score:3, Interesting)

    by cwebster ( 100824 ) on Friday June 07, 2002 @05:21PM (#3662309)
    the topic of this article is cheating, not who is most powerful.

    I'll take EQ as an example too, but tell you it does work to some extent. I've got some basis to go on here since i am a dev on showeq and host the irc server that #showeq and #eqemu live on.

    Currently one can cheat in EQ via playing with memory. The effects you can cause are limited to things like turning off fall damage, no lava damage, unlimited underwater breathing, etc. nothing of too much consequence. With a little extra work, one can teleport to an arbitrary location in zone, and move around quite a bit faster than normal (not the generic speedhack, that will get you banned.)

    Previous cheats that were out and semi-widespread among a certain crowd allowed you to do things like using arbitrary skills (even accessing those not available to your class), zoning from anywhere in zone to any zone adjecent to it, permanant sow, removing spells like root, making any number you want show up for /random, etc.

    There were more, to varying degrees of impact, but as each was made public, VI was pretty quick to fix it (one member of thier dev team alluding to the site promoting the exploits as a fix-it list).

    So i would say in this respect, developers can restrict cheating in mmorpgs.

    As for showeq, they change up packets and opcodes quite often, but you always run into the basic problem with trying to hide your data: you have to get it to the client somehow. But even here they have made attempts to curb its usefulness. Over time they've reduced what they send, Hit points are now a % rather than absolute numbers, experience likewise is expresses in 1/330th units, rather than absolute numbers. Faction values are now just an index value so the client knows what to print rather than you actual faction. They are a bit more limited in movement update packets.

    They can stop it, but they do a decent job at limiting it.

    So while the most powerful guild in a server, does run things, that has absolutly nothing to do with cheating in game.
  • by jdavidb ( 449077 ) on Friday June 07, 2002 @05:27PM (#3662362) Homepage Journal

    If you haven't read it before, I recommend you check out Eric Raymond's The Case of the Quake Cheats [tuxedo.org]. You don't need source to come up with the kinds of cheats you're describing. Remember the story of how the bnetd people reverse engineered blizzard.net. They weren't trying to cheat, but people can and will go to these same lengths for cheating.

    Open source security assumes that the people working together want access to each other, but want to keep others out.

    I program every day with the assumption that I want to grant users only a limited set of permissions and nothing else and that abrupt and awkward program termination even in some acceptable cases is better than accidentally allowing unexpected actions. Open source gave me this mentality, and I use it on the job. Open source has produced some highly secure systems (such as OpenBSD). Knowledge of algorithms does not imply ability to defeat them, nor does lack of knowledge imply increased security.

  • An expansion... (Score:1, Interesting)

    by Anonymous Coward on Friday June 07, 2002 @05:29PM (#3662374)

    Your idea works well on the microlevel, for small scale (2-8) games. I envision an expansion of this concept to that which would work on the existing infrastructure of servers. Namely, addressing the policing problem of the public servers we have.

    The problem with public servers is, although they have admin policing the servers for cheating, bans are entirely local. That is, if someone comes onto a server, cheats, and is banned, he can just go onto the next server for a fresh start. It'd be nice if one single ban could lock a cheater out from a larger number of servers, but that imposes the problem of SysOp trust: A corrupt SysOp can ban a number of honest players and screw them over royally. Obviously, a SysOp responsible for dozens to hundreds of servers would require a superhuman level of trust.

    But suppose we took your idea and applied it to servers? Each server is connected into a meta-network that tracks levels of trust between servers and players, and servers and other servers. Each server keeps a list of the players they do or don't trust, with the distrusted players banned entirely. This list could be supplemented by the lists of 'friend' servers, which have proven to be reliable. Should the 'friend' servers turn out untrustworthy, their submissions can be yanked and ignored. Thus, a service that distributes SysOp trust.

    Also, by keeping such a system centralized (or at least, the directory), a suspicious SysOp could manually look up a player's history and ratings of other servers. Should it turn out to be worse for worse.. *poof*

    But then again, it's not like I'm motivated enough to code all that shit.
    Moofius

  • by IBitOBear ( 410965 ) on Friday June 07, 2002 @05:46PM (#3662455) Homepage Journal
    From a purely protocol/programming standpoint it would be *VERY* easy to prevent cheating in online games. Remember that the distributed data state of an online game is in every way a distributed database synchronization problem. Additionally, the portions of the database that are "useful" as a cheat are, in any game, relitively isolated.

    (One simple version of) What you have to do is align the key data elements in contiguous memory in a platform independent format and then do MD5 (or similar) checksums on it. Every few hundred {your favorite quanta here} transmit the new checksum to the game server. If a given client participant's checksum is wrong then reset the client, if the client persists in "going bad" then a cheat has almost certianly been used and the client is ejected and barred from the server for some time (say two days).

    Now, to work, the game designers will have to actually learn how to do a few things like a proper checkpoint of a real time database, but that is the cost of data integrity.

    Consider "Starcraft". The two areas where cheats come up are "map cheats" (where after the game is in play, a cheat "tweaks" the local map to give the player an advantage) and "unit tweaks" (where the attributes of a unit are changed to make it faster, invoulnerable, more damaging etc).

    Now consider: durring startup the server builds the MD5 of the map definition. Durring a "checkpoint cycle" the server starts a snapshot of the unit configurations for the target client. The client transcribes a snapshot of the working data (map and units), creats the checksums with an exact timestamp and sends those checksum and timestamp to the server. The server rolls its log to the matching timestamp and does a checksum. If they don't match then there is a problem.

    Consider the "unkillable unit" hack. In order to spoof the checksum the chekpoint code would have to "back out" the hack to get the unit flags back to spec and somehow account for the "wrong" hitpoints remaining.

    Now a first-order drirtive of the problm would be if the main server "noticed" that the "base hitpoints + points repaired - points taken as damage" values didn't match in the first place, the checkpoint would not be necessary. For that simple check the server would have to track those three numbers instead of just "remaining health". It would be one of those "why is this unit still alive with a current health of -1288 points?" kind of conditions. The thing is the "Starcraft" engine doesn't seem to arbitrate things at that level. If it did, the "unkillable unit" hack would never have worked in the first place.

    Then again, the "total cost" of duplicating all the data instead of just "trusting" the client is hugely trivial compared to the cost of, say, rendering a frame of graphics.

    So if the engine designers would treat the games as a true distributed dataset. (You know, do a little integrity constraint checking.) Learn how "real" programs solve these problems in "real" (as opposed to "toy") applications and apply that known technology to their games, the cheats would vanish into the noise floor.

    That of course, would require the companies to take a little manpower from the front-side gee-wiz rendering problem, send that manpower to school to learn some hard comp-sci of the boring data-integrity kind, and then pay them to beef up that "user shouldn't ever see it if it is working correctly" part of their system.
  • Re:Counterstrike (Score:3, Interesting)

    by rockwall ( 213803 ) on Friday June 07, 2002 @05:59PM (#3662510)
    Valve's new anti-cheat seems to be working pretty well. System (the maker of OGC) was saying that it was completely useless, but so far since VAC has been out it has stopped every version of OGC within days. At this rate the cheaters can't possibly keep up, I think that it's only a matter of time before they give up.

    With regard to HLGuard and CSGuard, I have found that they are buggy. For example, when attempting to change your name on a server and using a % in order to have spaces (e.g. Counter%Strike%Player), CSGuard will automatically cause your Half Life to quit. And one of the latest revisions of VAC kicks people off with no cheats installed -- this has happened to me. But eventually these bugs will be fixed, and pretty soon admins will find that they no longer need to run HL/CSGuard to reliably catch cheaters.
  • Re:PKI? (Score:2, Interesting)

    by eddy ( 18759 ) on Friday June 07, 2002 @06:49PM (#3662725) Homepage Journal

    Yeah, I don't think there is a fool-proof solution, but unless we want to degrade computers into dumb terminals, this is mostly a social problem, but one which technology can help with.

    Let's say there are positive and negative signatures; someone who signs you as being a cheater when you are not, might well be a person who only signs a lot of negatives. Such persons could be avoided ("[x] Ignore negative signatures by players with >50% negative sigs."), and smart players (with the use of a good interface) would have a chance of spotting this kind of pest by looking over his history.

    Other than that, look for people who only go by positive signatures. I see both cons and pros with allowing negative sigs in the system, but I lean toward choice. Just because the negatives are there doesn't mean you'll have to use or trust them.

    The 'problem' with this model is that it wouldn't be possible to sign up and instantly get access to a lot of highly trusted players _if you don't know even a single other player_. It would have to take some time to build a reputation from zero.

  • Another solution... (Score:2, Interesting)

    by Snake ( 13761 ) on Friday June 07, 2002 @06:51PM (#3662741)
    A lot of posters suggest either:

    • using strong security (cryptography, code signing, frequent patches, etc.)
    • some sort of booting (by vote, by cheat-detectors, etc.)
    Either way is not completely effective:

    • there is a trade-off between security and functionnality
    • cheaters could create bot-players or/and aggregate in cheaters clans
    Here is an idea I haven't seen yet.

    I propose that each player deposits a given amount of money in an online-account (say 100$). If they get caugth, they lose it. This idea is to make cheating costly for the cheater.

    This would be a mix of technological and social solutions. Of course, the idea need to be careful analyzed. Here are some considerations:

    • When subscribing to an online host, along with his monthly rate, the player would deposit 100$ to a specific account.
    • This account may or may not bear an interest rate.
    • If the player is suspected to be cheating, he gets a warning and the account is locked for at least 2 months (to prevent him running away)
    • If the player is caught cheating, he loses his subscription and the deposit.
    • Of course, to avoid conflicts of interest, the game hoster would give the deposit to a charity organisation (WWF, Greenpeace, Amnesty International, whatever).
    • when the player terminates his subscription, he gets back his deposit.
  • by dh003i ( 203189 ) <`dh003i' `at' `gmail.com'> on Friday June 07, 2002 @07:40PM (#3662991) Homepage Journal
    And the anti-cheating organization? Come on. Don't these people have lives'? Its just a game. Lets not bring this to the level where we destroy the game because we take it so seriously, which sucks the fun out of it (prime example, chess). Also, many non-cheating players have no problem playing with players who use cheats.

    When I played Descent 2 on Kali, I used to play against some of the people who had hacks so they could fire two EarthShaker missles at a rate as fast as Gauss cannons. It made me better, and was fun.
  • by sasami ( 158671 ) on Friday June 07, 2002 @07:41PM (#3662998)
    Seems like you could eliminate a good portion of the MMORPG cheaters by imposing real-world penalties. Like, say, $75 per offense after three warnings. This would be particularly effective against twelve-year-old scrubs who need to learn that anonymity isn't a blank check... and whose parents are probably not thrilled with the $15/month fee in the first place.

    Of course, there are obvious obstacles, else we'd have seen this done already... I suppose even a single false positive is unacceptable (for public relations if nothing else). But you don't need to nail every cheater; you don't even have to come close. Stick to verifiable, airtight cases -- by keeping logs, for example, to complement the human GMs used today -- and then make big, flaming examples of them.

    This wouldn't replace technological solutions. Ideally, it would bring the amount of cheating down to a level where anti-cheats could be more targeted and perhaps therefore more effective.

    I wonder if this might be inviting lawsuits... but considering the Evil that's already present in the typical EULA, I wouldn't expect any problems. IANAL.


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    Dum de dum.
  • by JohnCub ( 56178 ) on Friday June 07, 2002 @07:57PM (#3663062)
    I have to disagree with your post. I've been around many online gamers and I've not met a single one who thinks cheaters make them better. It is unfair to try to compete in an area where the odds are completely in the other man's favor. The world is not about fairness, but online gaming should not offer one player any advantage over another.
  • by tRoll with Butter ( 542444 ) on Friday June 07, 2002 @08:10PM (#3663107)
    How about we deal with it like smoking?

    Welcome to the Quake (umpteenth version) server! Would you like the cheating or non-cheating section?

    Seriously though... Some people such as myself suck so bad at FPS that the only way I'd consider playing online would be with some kind of advantage. Getting my ass handed to me all the time just isn't fun. Game companies either need to allow cheating on certain servers, or adopt a help/handicap option for players who basically suck. No disrespect to hardcore gamers, but some of us simply want to play a game every once in awhile - not usurping all our free time to practice some game. At least playing offline you can adjust the bot skill... Online, the "newbie" or "novice" channels seem to be full of experts getting their jollys off by fragging inexperienced players. Tell me, how is *that* not cheating?
  • by Prof.Phreak ( 584152 ) on Friday June 07, 2002 @08:19PM (#3663131) Homepage

    With encryption in place, man-in-the-middle is avoided...

    Are you sure? Man-in-the-middle problem is a LOT harder to "fix" than just introducing encryption. That's the whole issue with online bots, and such: there is no easy way of making sure you're talking to the authentic client or to some proxy (I think John Carmack even said something of the sort in one of his .plan updates). Only decently workable way so far was to keep the communication protocols secret (and encode data to make it hard to figure out from just sniffing the packets), but that hasn't worked well anyway.

    The client can always be decompiled (no matter what licensing you put on it) and encryption algorithm extracted, which would enable a custom program to make a totally authentic connection to the server. No way to prevent that.

  • Re:Of course... (Score:2, Interesting)

    by AnyoneEB ( 574727 ) on Friday June 07, 2002 @08:51PM (#3663239) Homepage
    If you want to do this play Robot Battle [robotbattle.com]. It's a game where you write a robot in a C-like scripting lanuage andload your robot and other's to fight each other in a 2D arena. Note this a Windows only program (try WINE on linux, I guess).
  • by Anonymous Coward on Friday June 07, 2002 @08:52PM (#3663240)
    Yeah. But options for host-side processing, and multiple servers should fix any slowness problems.
  • by Numeric ( 22250 ) on Friday June 07, 2002 @11:14PM (#3663610) Homepage Journal
    "There's a multitude more of these types of cheats. I know because I used to run a decent Half-life and Counterstrike server. I got so depressed at the prevalence of cheating (and cheating accusations), I shut down the server and very rarely play any online games."

    I use to run a CS server as well and after seeing so many cheaters playing, I figure let everyone cheat. The server name was "My Cheat is Better than Your Cheat".

    The better CS players w/ cheats usually kicked ass against than the no-skillz players who relied of cheats to make them better. The server was much like the movie Battle Royale [imdb.com], no rules last person standing won.

    Since CS 1.4 has been released, I haven't seen any cheating yet but a lot of people accuse people of cheating. Oh well that's life.

"The one charm of marriage is that it makes a life of deception a neccessity." - Oscar Wilde

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