How Cheaters Cheat at Halo 2 92
An anonymous reader writes "Built on a network that automatically bans gamers that have modified their Xbox, Xbox Live should be nearly cheat-proof. However, it's not, as anyone playing Halo 2 online already knows. How do cheaters on Xbox Live manage to artificially boost their rankings? What is Bridging? What is Standby? This article takes a look at what exactly is done when a cheater cheats, and what exactly Bungie is doing about it. It includes videos and some very funny letters from 13-year-olds that have been baned from matchmaking on Live and are desperately trying to worm their way back onto the system."
The same way they do it in every game. (Score:4, Funny)
Re:Cheaters... (Score:2, Insightful)
Re:Cheaters... (Score:1)
Re:Cheaters... (Score:5, Insightful)
Really? I thought it was the 12 year olds screaming obscenities about my sexual orientation at painful volumes into my headset that made the game not fun to play.
Re:Cheaters... (Score:1, Funny)
Cheatrz versus Spelrz (Score:2, Funny)
I can see it now:
You're cornered, they have loads of BFG'sbig, frightful grammatics aimed at your sorry melon. What to do? What to do? Ooh, the temptation... You reach
From tfa... (Score:2)
Re:From tfa... (Score:3, Insightful)
They run the games peer to peer, and wonder why people cheat so much? Surely even using a server to connect the clients, even if its not hosting the game could prevent alot of this
Someone give these guys a class on network security 101: NEVER TRUST THE CLIENT, EVER, WHOEVER THEY ARE, NO NOT EVEN YOUR MUM.
Re:From tfa... (Score:2)
Re:From tfa... (Score:1)
Now, myself, I have many fond memories of getting a few friends together, giving ourselves 99 levels, and going forth to annihilate. Good times, good times.
Re:From tfa... (Score:2)
I know exactly what you mean and I think exactly the same thing.
I've seen tons of online games like it, and I've seen one, yes, one game where the protocol was documented and very secure. (Documenting the protocol didn't uncover any vulnerability whatsoever).
Point being, don't give the client a say in anything you don't want it to have a say in. If you don't want them to suddenly jump over there, don't give them commands which give them the leaway to do so. Give them commands like "Move forward a bit at n
Re:From tfa... (Score:2)
It didn't work. Aimbotters created network proxies (intercept and modify input), OpenGL hacks (move the mouse for you based on what's drawn on the screen), client hooks (load up the Quake 3 executable and cause all sorts of mischief), etc., etc., etc.
At some point, you have to trust the client, period. In the case you describe, the server trusts that the input sent to it actually
Re:From tfa... (Score:1)
Re:From tfa... (Score:2)
That's not exactly true.
As a mod author, I've dealt with cheating in Quake 3. The actual truth is that you'll have to trust the client at some point or you can't even have a playable game.
It's at that point of trust that the cheaters exploit things. For example, you have to trust the controller input (or a function of it), or players couldn't even play. You could never stop some d00d from creating a custom controller / television set that
Re:From tfa... (Score:2)
Re:From tfa... (Score:2)
Re:From tfa... (Score:2)
If the server can run on a 733Mhz celeron with 64Mb RAM while it's already running a Halo client, then the hardware requirements for running the server must be minimal.
Re:From tfa... (Score:2)
Re:From tfa... (Score:2)
They've already taken that class, but also taken high-performance game design 101 (minimize network traffic with client-side prediction) and economics 101 (the studio is not able to maintain the server farm needed to support the Halo 2 Live population).
Unfortunatly, they seem to have missed the one on transactions between multiple machines. The part about rolling back to the point all agree on. If they did that, there might be a 'redo hack', but it wouldn't be as easy as pushing a button to do anything
Re:From tfa... (Score:3, Interesting)
Re:From tfa... (Score:1)
Re:From tfa... (Score:2)
I was thinking about this a little further this morning, if they're truely using P2P as was said in some other posts then th
Re:From tfa... (Score:1)
A peer-to-peer system is impossible, desyncs way too easily. Think of this situation: Player A and B both have very little health left and carry a shotgun. They are close together and aiming at each other so the next shot would kill the other player. Both pull the trig
Re:From tfa... (Score:2)
MITM would be beaten by using a certificate on the client, as would the second setup. Cheating would then require tampering wi
What about a true bridge? (Score:2)
Re:What about a true bridge? (Score:2, Informative)
Re:What about a true bridge? (Score:1)
This really boggles my mind. If I'm paying $50 per annum for Live, I would expect dedicated servers.
Re:What about a true bridge? (Score:2)
Re:What about a true bridge? (Score:1)
Then take into consideration the fact that most console games don't offer much new content after they are released.
Re:What about a true bridge? (Score:2)
It's quite obvious, surely, that running servers comes money. People should be grateful that any companies provide servers for free, rather than throwing a tantrum when some don't. Given that Microsoft were losing money on the Xbox hardware, it's quite reasonable to expect that they try to make it back some other way. It's not as if it was an exorbitant fee.
But
Re:What about a true bridge? (Score:1)
All the examples I gave were reasons why a service like Live costs much less to run than an MMO, and why your use of WoW as a benchmark of comparison is bad. Your claim that more games == more servers needed is flawed, for these reasons. When the flaws are exposed, your argument falls apart.
The first is that you used
Re:What about a true bridge? (Score:2)
1) Ad homenin. Attack the point, not the debater.
2) I understood, but found ti full of logical fallacies.
3) Strawman attack. I never compared Live to generic MMOs 4) I never claimed Live costs as much as an MMO or even
Re:What about a true bridge? (Score:1)
Your claim that more games == more servers needed is flawed
You replied:
Where exactly did I make that claim? I said that Live supports more than one game, but I didn't say it needs more servers than a single MMO.
Let's look at your original post:
Look at WoW. People pay significantly more than $50 a year, but the dedicated servers for it have a great deal of difficulty supporting the load. Xbox Live supports many more games. Running servers for all of them would be vastly more expensive.
Re:What about a true bridge? (Score:2)
That's a very blanket statement with no context and no meaning, which I never made. What I did say was:
However my next statement was not 'therefore they need more servers than an MMO,' as you have tried to claim. It was in fact:
Hmm, nothing there about needing 'more servers,' 'more servers than an MMO,' or 'more servers than WoW.' In fact all I've said is that running
Re:What about a true bridge? (Score:2)
Re:What about a true bridge? (Score:2)
Re:What about a true bridge? (Score:2)
Re:What about a true bridge? (Score:2)
Re:What about a true bridge? (Score:2)
also allow dedicated and non-dedicated user servers but mark them as user server.
Re:What about a true bridge? (Score:2)
Then you'd lose the unified feel of Live, the ability to communicate between games and face the possibility of publishers closing servers after a while. You'd quite possibly be looking at multiple user ids being required, making it harder to ban cheats.
We've got user servers already :^
Re:What about a true bridge? (Score:2, Insightful)
Re:What about a true bridge? (Score:2)
Re:What about a true bridge? (Score:2)
I don't have XBL and haven't played with it much, but it certainly looks like it needs a major overhaul.
Re:What about a true bridge? (Score:1, Flamebait)
Re:What about a true bridge? (Score:3, Informative)
Re:What about a true bridge? (Score:2)
Most console games get very little from online play, why do people pay for XBL?
Re:What about a true bridge? (Score:2)
Why? Because you have some sort of constitutional right to play online? Because it's not fair for a company to try and make some money? Because you have some magic way of making bandwidth and servers free? Please enlighten us all.
You're too cheap to pay $50a year?
They have
Re:What about a true bridge? (Score:2)
MS isn't using up any appreciable bandwidth since users host the games. Microsoft may be "perfectly entitled to try and urn a profit[sic]", but it's still a scam because almost all developers would let you to play online for free if Microsoft would allow them to.
I don't think I'm entitled to anything from MS, I simply won't pay their online tariff.
Re:What about a true bridge? (Score:2)
Matchmaking requires bandwidth, as does transferring messages and downloading updates and new (free) content. Arcade games and new (non-free) content also requires bandwidth, but people pay for that already. I'm guessing trailers and demos are free as well and they certainly use a fair bit of bandwidth.
It should have been 'turn,' in case you were wondering, rath
Re:What about a true bridge? (Score:2)
The XBoxs are the only consoles you have to pay to play online for; All EA Sports games, Sims, SOCOM, SC:Pandora Tomorrow, Xmen, rise of the imperfects... There are only a handful of pay to play games outside of the XBox world.
Re:What about a true bridge? (Score:2)
It costs money for bandwidth, servers, maintenance and R&D and the gamin division is making a loss, so Microsoft has to make money from somewhere.
Sometimes it is. And things like demos and trailers are, IIRC.
Online support on other consoles is very poor compared to Live. None of them offer a comparable
Re:What about a true bridge? (Score:2)
So you pay a monthly fee for what is included in the price of other games. For instance, Valve's games on Steam. As much as I dislike Steam, XBOX Live seems a much greater customer ripoff.
Re:What about a true bridge? (Score:2)
Actually, it's a yearly fee, equivalent to the price of one game. But that;s a minor point.
But this covers more than one game. And is subsidises the free services availble on Live, as well as helping Microsoft make back money on hardware sold at a loss. How exactly do you expect them to make money i they run Live at a loss as well?
In what way? T
Re:What about a true bridge? (Score:2)
Re:What about a true bridge? (Score:2)
Who cares (Score:2, Insightful)
Re: (Score:1)
Re:Who cares (Score:2)
The Waaahmbulance (Score:2, Interesting)
Cheaters make it interesting (Score:1, Interesting)
(That of coarse isn't the norm. Getting "stand-by"'ed as they call it really sucks, and some cheaters make i
I don't understand it (Score:4, Insightful)
If I cut off my internet or slow it down (I know that is possible) then how the fuck does that affect everyone else in the game?
This could only work if you happen to host the game. In PC multiplayer game the guy hosting it offcourse always has the least lag but surely anyone hosting a game that routinely drops out would very quickly be ranked down?
Anyway you pay for x-box live but still got to host your own games? Surely for the money MS should be hosting the games so everyone plays on a level playing field?
So my question is this. A does this only work for the guy hosting the game, B why does bungie not host the game for you C why doesn't bungie drop people who host games on a connection that drops out?
Re:I don't understand it (Score:4, Informative)
Halo 2 is a peer-2-peer game, where one of the people playing is the "host". It varies as to who gets to be the host, but the point is there is no dedicated server other than the one doing authentication and charging your credit card.
Re:I don't understand it (Score:1)
In addition to cheaters, it's fun to have to wait 30 seconds for it to find a new houst every time the guy who's hosting decides to quit.
Re:I don't understand it (Score:2)
Come on. PC FPSers have being using dedicated servers for over a *decade* now.
And what's up with this "if your connection drops out, you can run around and shoot anyone" crap? Even quake 1 had this right in the mid nineties -- if your connection drops out, you don't get to move.
All in all, it sounds like they made some of the *worst* design choices *ever* in FPS multiplayer. Mindblowing.
Re:I don't understand it (Score:1)
Re:I don't understand it (Score:2)
Um thats the point. The moment someone lags out in a Quake match someone can come up behind them and get an easy frag. Its exactly the same thing thats going on here only the host is controlling who lags out and who doesnt. The only time everyone lags in a Quake match is if the host is down. Which also happens in Halo. There is no difference its kind of 'mindblowing' that you didnt realise that.
The only reason this didnt happen in Quake is because there
Re:I don't understand it (Score:2)
Re:I don't understand it (Score:1)
mandatory grammar flamebait (Score:2, Funny)
come on people (Score:5, Insightful)
I was a average player. I could school all my real life friends, but they didn't have halo. I reached a rank where the matches were even and it was fun. I got a little better by getting the shotgun and hiding in the corner. It worked every time, until I moved up a rank. It never worked in that bracket, the players were better and knew the trick. I was at the loosing end even when i played like normal and eventualy droped back down to where I belonged.
They have it all wrong, they should drop rank to clean up on the less skiled players. Atleast they run in a circle and you dont have to risk the banhammer.
Re:come on people (Score:2)
Ah, the lure of being #1, even if you cheat (Score:3, Interesting)
Duh! To be at the top!
How many times do you see on gaming forums some clown posting "FIRST!" or "First Page!", like it matters. Just about every Blizzard post on their forums has that stupidity going on, and you even see it happening on non-competition sites like the forums for Order of the Stick [giantitp.com] webcomic.
It's all about having bragging rights, or as I like to call it, "showing off the size of your e-penis".
It's almost homo-erotic at this point. (Not that there is anything wrong with being gay, btw.) Before the computer game evolution, guys usually tried to have bragging rights in some sport, and a lot of the hot "cheerleader" type chicks dug the guy with the letterman jacket. The guys tended to get buff, be athletic, and do something worthy of praise. (They also tended to be morons, but that's besides the point.) They competed with each other to gain the attention of women, mostly.
Now, we have the same behavior going on, but with computer gamers. They have to be the best, be the coolest, etc. Except, there aren't a lot of chicks out there that will drool all over them. What they get is other guys wishing to be like them, instead of chicks wanting to be with them. There isn't a big call from girls to date the guy with a high Halo2 ranking, but the H.S. quarterback still gets a hot chick more often than not.
I don't know about you, but when I was in H.S. or college, I didn't want the adulation of other guys. I wanted to be noticed by chicks. But hey, that was just me.
Re:Ah, the lure of being #1, even if you cheat (Score:4, Funny)
A more complete list of cheating techniques (Score:5, Informative)
=== Network manipulation ===
- Bridging
- One player on a team sets up their router/firewall so that their xbox can only communicate with bungie, XboxLive, and a specific other player on the team. This results in that other player being selected as the game server for every match.
- Standby
- The bridged host can interrupt network traffic to some or all players in the game. Because they're the server, their game keeps running for several seconds while everyone else gets the "standby, reconnecting to game" screen.
- Lagging Out
- The bridged host selectively manipulates network traffic to players in the game and observes the on-screen network quality indicator. After isolating the IP address of a player on the other team, they block network traffic to that player, causing them to "lag out" of the game. After reducing the other team to one or two players they're pretty much guaranteed a win.
- Team Lagging
- Same as lagging out, but instead of blocking traffic, just increase network latency to players on the opposing team. Not as effective as other mechanisms but VERY hard for Bungie to spot.
=== Game manipulation ===- Mods
- The bridged host has map files are modified to give them an advantage. Examples:
- Superbouncing
- Makes it possible to reach extremely high areas in certain maps. Caused by a bug in the physics engine.
=== Ranking manipulation ===spawnmods: player start points are modified to make the spawning player defenseless or unable to move.
weapon mods: auto-aim, rapid fire, increased damage, changed projectile type
other: vehicles where there shouldn't be, running faster than normal, jumping higher than normal
Not hard at all... (Score:1)
Same as lagging out, but instead of blocking traffic, just increase network latency to players on the opposing team. Not as effective as other mechanisms but VERY hard for Bungie to spot.
Yes, because calculating the average latency for the team the host is playing for (minus the host player, since he is unique) and comparing it with the average latency for the other team is really difficult and couldn't be automated at all. Throw in some correlation calculations and you could get a pretty dar
Re:Not hard at all... (Score:2)
Like say, you are on a team with other guys from your high school and one of you is hosting, and the other team are from further away?
Cheating Feedback (Score:2, Interesting)
One caveat... (Score:2)
Re:One caveat... (Score:1)
Re:Cheating Feedback (Score:1)
So obviously another way to cheat is to spoof your IP/MAC address a few times and report some other innocent schmuck. I suppose this just reminds us of why we and our PCs will never be secure: whatever the human mind can invent, another human mind can circumvent.