Cheaters Sometimes Prosper 215
The Red Herring has a story discussing the cheating epidemic in online gaming. Discusses the problem from the point of view of the game companies, especially the ones producing console games who have to get it right the first time or face reissuing a huge number of CDs.
So What? (Score:1)
Say that slowly. IT IS ONLY A GAME.
If you think someone you're playing with is cheating, go find another game. Do the equivalent of taking your ball and going home.
Oh, wait, that breaks the revenue model. Nevermind.
Punishment rather than prevention (Score:1)
Instead, the real world operates on a punishment basis. If Alice injures Bob, there's lots of social and legal machinery which results in professionally violent people showing up to hurt Alice (put her in prison, confiscate her property, whatever it takes).
So, how about this: require a deposit of $100 in addition to $10/month. If the server administrator catches the player cheating, they eject the player and keep the deposit. Want to come back with a new pseudonymous identity? No problem, that will be another $100, thank you.
For a CD-ROM based game, simply include one (1) identity with the boxed set, and people who screw up can just buy another boxed set.
Re:PunkBuster (Score:1)
It also requires that every client's version of PunkBuster be up to date to detect the latest cheats, and it requires that PunkBuster actually have their program updated for the latest cheats. On top of this, PunkBuster kicks cheaters client side and not server side, so it is trusting the cheater's copy of PB to kick them. And someone I know wrote a program to disable the client side kick in PunkBuster, so...
The real problem with cheats in counter-strike such as the speed cheat, wall hack and skin hack is that the people who maintain the game don't care much. These cheats sometimes take forever to get patched.
Who cares? (Score:2)
Get a grip, people.
Cheaters are Playing a Different Game (Score:4)
It's the same thing with how regular players and cheaters view games. When a regular player think of CS, or UT, or Quake, or whatever, they think of a game whereby one has to run around and shoot and hide and whatever else to win. They associate representations very closely with the objects or actions they are supposed to represent. However, cheaters think differently. They do not show the same kind of mental laziness. They see games for what they are: A client-server application with certain checks and balances in place which, if manipulated or hacked correctly, will yield some reward. This reward (represnted as kills, frags, bonus points, items, or whatever else in the game) also represents the cheater's resourcefulness in being able to manipulate the metagame, rather than the game. As such, it serves as a point of pride.
Regular gamers are playing a game which they perceive as real. Cheaters are playing a metagame whereby they manipulate the rules of the game to their advantage. Their measures of success are represented similarly, but this success is due to different sets of skills in the two cases. There is no comparison.
Bloody hell, of course they sometimes prosper.. (Score:5)
Case in point: Microsoft.
-- Guges --
Re:No Way (Score:2)
Alex Bischoff
[OT] Not a pipe (Score:2)
Ceci n'est pas une pipe. [k12.md.us]
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Re:Follow Real-World Examples (Score:2)
For the same reasons internet filter software can't tell when someone is being obscene. They're dumb and don't understand context.
If you implement a cheat-detector that occasionally detects a false posative, the people who got screwed by it will scream foul, and rightly so. (Assuming they even know what happened to them.)
Re:Follow Real-World Examples (Score:2)
Fair contests are impossible with thick clients. (Score:2)
I'm not sure what the solution is. Putting the smarts in the server probably isn't feasable given how complex these games are. (No way are you going to be able to dedicate 32 meg of ram and the equivilent of 500 Mhz of clock cycles per simultaneous user on your server, for example.)
With non-action games (for example, online chess), having smart clients doesn't lead to cheating because all that matters to the game is the moves and the board. If one player is seeing a bland 2-d board and the other is seeing a fancy 3-d board, with full animation, it doesn't really matter. The rules are so simple that they *can* be enforced, because it is trivial to write code that can detect if a client is trying to do something that should be "impossible".
This is part of what I dislike about the current run of online games. There's no way I'm ever going to bother working hard at getting good at a game when all that work will pale in comparasin to some jerk who's willing to cheat. (And the same principle applies to both action games and RPGs.)
Re:Well we're getting a little off topic here... (Score:2)
Re:Follow Real-World Examples (Score:1)
What effective ways do you propose to "out the cheaters"? See your basketball scenario doesn't quite apply to online games because cheaters can come back as quickly as you kick them out. If Kobe Briant gets ejected from a basketball game, he's out for that game. But if (CZ)Mulan gets ejected from a Tribes 2 server for using an aimbot, how do you know that he won't just log back in as (GD)ChouYoun and pick right back up where he left off?
What you're talking about happens now. If someone is firing rockets out of the back, they get swamped from all sides. If someone is camping next to a spawn point in a game of Last Man Standing, they get ratted out by those who've been eliminated already. If someone is saving backup copies of their characters, then selling all their stuff to someone else then restoring their backup and getting their stuff back, other players are likely to bitch to the admin. Doesn't stop it from happening. They still cheat. How would you recommend that be prevented without destroying gameplay or requiring that all servers CPU power be doubled to handle all the new "Big Brother" code?
Re:Follow Real-World Examples (Score:2)
No, but human programmers that tell computers how to work do (well, some of them anyway). Generally, when a game player yells out, "XYZ is a cheater!" he's made a conclusion based on certain logic (moves too fast, shoots too accurately, has a nick like "cheatBot", climbs walls backwards, etc.). You can certainly program the same logic into a game server.
Follow Real-World Examples (Score:5)
So how do real-life games take care of this scenario? Well, let's take basketball as an example. You have two basic ways of handling cheating in basketball. At the organized level (ie. NBA), you have referees. They have the rulebook, and when someone cheats, they call a foul. In an online game, this would be akin to a server admin maintaining the rules. It would be even better if it was automated (ie. the game could identify cheaters). Hell, human players can detect cheaters, so why not computers? At the unorganized level (ie. street ball), you have mob rule. Jim travels, so Bob calls a foul. Jim says, "No way, dood." Bob's buddies nod their heads. What happens if Jim refuses to agree? He's either out of the game or beat up (or both). What happens if Bob keeps calling wussy fouls? Bob's either out of the game or beat up. In an online server, this would be akin to sort of moderation system. Players could identify another player as a cheater. If this person gets identified enough, he's kicked off. If some jackass starts going around fingering everyone as a cheater (or the cheater himself starts fingering everyone), he gets knocked off. Mob rule is very effective.
The thing is that game developers are never going to be able to stop people from creating cheats. The effective way to handle cheating is the same way any other real-life game handles cheating. You out the cheater. Unfortunately, game developers haven't developed effective ways to out cheaters, and so, you have a Wild West scenario in online gaming communities. If developers would stop fighting the phenomenon and start understanding it, they might be able to work in more effective coutermeasures.
Re:Social Answers to the Cheating Problem... (Score:2)
Won't work. You can't scale the system fast enough. With the possibility of hundreds of thousands of gamers playing, there's no way a company of 30 employees could deal with the flood of complaints. EQ is a great example of why this doesn't work. It's full of cheaters and there's simply to way to track them all.
The real answer is in allowing the community to deal out "justice" with it's own policing. Tribes does an excellant job of thing. You can vote to remove players. Put the power in the hands of the gamers to control their own communities.
Re:Follow Real-World Examples (Score:1)
> server for using an aimbot, how do you know that
> he won't just log back in as (GD)ChouYoun and
> pick right back up where he left off?
Nothing right now. Well - I suppose you could ban the IP, but that doesn't solve the problem.
The cheater problem (and also the irc-moron problem) both come in effect because they are more or less anonymous services. For a mob rule to work, you have to be able to identify persons, which could easily be done with a login/RSA auth
Re:Cheaters are Playing a Different Game (Score:1)
I disagree. "Normal" people don't think that the bullets in the gun are "physical", and they aren't viewing it as a solid, immutable world, but rather they appreciate that every limitation in the game is an aspect that modifies your strategy. Bullets run out? Great that means that I have to formulate a strategy that will lead to reequiping, even though it means I have to run for dangerous areas: Perhaps I'll analyze the various weapon spawn points to determine the best area for doing so. Can't run for eternity without getting tired? Okay strategically run at only the right moments to ensure burnout doesn't occur. etc.
The point of all of this is that every limitation and restriction in the game (ergo not being able to see through walls) is a part of the rules of the game, and it is these rules that cheaters want to supercede so that they can have an upperhand over non-cheaters. Personally I consider cheaters seriously psychologically challenged (How can a cheater with an aimbot feel a sense of accomplishment? I despise anyone who feels that cheating is reasonable, and I will treat people the same in real life. A cheater is an anti-social opportunists who would fuck you over given a chance, and who likely shoplifts in their spare time). Cheaters are the scourge of online games because their goal is purely to make life hell for non-cheaters. I played Diablo I online for about 5 minutes before just completely giving up because every level was full of asshole 500hp/all spell "lvl. 2" characters. These losers would hang out just to kill true low level characters (because of course there was no challenge). How very cool.
Re:Please stop trying to justify being a jerkoff. (Score:1)
This is absolutely idiotic. Cheaters are antisocial opportunists who feel such a sense of inferiority and a failure to ever compete that they "overcompensate" by using tools that allow them to supercede rules of the game: Tools which in >99.9999% of they just downloaded (they're not "subverting the architecture" : They're just losers using someone else's program).
Just because your idea of fun is more childish than others', doesn't make other people's idea of fun any less legitimate than yours.
I hope you're a troll and you're not really this stupid. A cheater intentional has "fun" at the expense of everyone else.
Magic5Ball on crack (Score:2)
"Whether it's aimbots for Unreal Tournament or techniques for improving response times over the Internet, the potpourri of cheats shows how pervasive online cheating has become."
I'm sorry, but having a faster connection or tweaking your stack isn't cheating.
They're referring to using aimbots to improve how fast your player acquires and shoots targets.
on modems it will increase the data (Score:2)
Solution? Compress the data in the game before you encrypt it.
Social Answers to the Cheating Problem... (Score:5)
First off, as others have stated before, the primary technical solution is to never trust the client. The following assumes that all appropriate technical measures have been taken to minimize the change of cheating.
That said, people will still find a way to cheat. The fundamental reason is that none of the "real-life" barriers to cheating currently exist in the on-line community. This is primarily due to these factors:
We can only defeat cheating through a change in the social system. The problem is primarily sociological, not technical. Here's how I'd go about it:
We can lick the problem, but it's not all in the game-designers' court. Some of the responsibility lies in the gaming community itself.
-Erik
Re:evolution in action? (Score:1)
No, they are breaking the game's rules laid out by the implementors/designers, effectively adding their own. It's like an athlete who takes performance-enhancing drugs: They gains an advantage over other contestants who don't, but instead follow the rules.
War doesn't enter into it: This is interactive entertainment, and - from Red Herring's perspective - a revenue stream for the manufacturer/server provider, one which can dry up if non-cheaters stop playing that game especially or multiplayer games generally.
Re:Social Answers to the Cheating Problem... (Score:1)
Great, now we have to debug the cheat-prevention in addition to the game.
Often wrong but never in doubt.
I am Jack9.
Everyone knows me.
Re:Solution is simpler clients, smarter servers (Score:3)
That scheme works in netrek because it isn't as popular as quake. Cracking these schemes doesn't seem to difficult by the speed in which they are done in the PC world. Proxy programs are one technique. They aren't going to crack RSA they'll use some other technique or some flaw in the process used. Software companies can't spend time doing security audits, they have to release yesterday since the 'technology' in the game is dating fast...
Netrek also runs at about 5 frames per second which isn't really good enough for quake.
I have a separate rant about letting clients know information that they shouldn't, and about letting clients decide what the state of the game is; I will spare you.
Having all the state in the server is ideal. Having the server do all the calculations is ideal. The clients can of course can try to run the simulation in lock-step with the server (which is hard without full knowledge) in order to provide a better player experience. Just like quake style game clients try and predict what will happen so that a delayed packet doesn't just cause them to freeze up. Making it run fast enough is the problem. Scaling to lots of players is an even bigger problem. Crossfire is doing things reasonably well though...
It still doesn't solve clients that help the player by auto-aiming and such. They don't need any extra information they just give the player better reaction times and mouse skills... These can be written as proxies which are hard to stop, though you can make life really hard for them... However, given enough late night hacking a few gurus could probably write a program that scans the video frame buffer (or just directly accesses the memory of the game process) and automatically shoots things it classifies as enemies. It can automatically shoot things by actually being the mouse driver and sending the correct mouse movements...
Of course programers should actually like the ability to write helper-bots - they turn the game into a pretty graphics version of corewars. That should give programmers the edge...
Believe it or not I haven't started RANTING yet... here we go...
<RANT>
Given time (and that game producers/authors wake up and see a possible revenue stream) you'll just choose a server that you know doesn't have cheats on it (or one that does, if that's the type of game you like).
Maybe the game defaults to use a public server, but you can send your credit card number to Blizzard/ID/whoever and be given access to the subscribers only server which is actively monitored for cheaters.
Or an seperate individual or company will see some money (or just not like cheating) and run their own server which costs money (or just requires some form of idenitification) and has very specific anti-cheating rules that result in cheaters getting banned.
The problem will be solved socially if it is solved at all. Technology isn't going to do it, and I don't think it's worth trying to solve it that way. Yes only give the clients the information they should have, it makes for better software design if nothing else. Yes use crypto to make cheating harder, it makes for cooler software if nothing else. Yes make it hard for cheats - but not if that means at the expense of programmer time that could have been spent fixing a damn bug, and not at the expense of windows software style piracy protection - must plug the fscking CD drive into the laptop in order to play the damn game (or download a small patch - gee which do I do?).
Solve social problems sociably. Cheating is classified as an anti-social activity by most (unless you're doing something where cheating is the point) so use social measures to reduce it or at least move it away from some places.
</RANT>
Re:Follow Real-World Examples (Score:1)
That would be my approach to the games if I wanted to cheat. Overclocked keyboard anyone?
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Leonid S. Knyshov
No Way (Score:5)
Yeah, right, next you'll tell me that winners sometimes use drugs.
Sorry, michael, but we had a lot of school assemblies about this and you're just wrong.
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Re:Follow Real-World Examples (Score:1)
Re:RedHerring author on crack (Score:2)
Of course, you probably think that one needs to PGP each packet individually, and stick the key name and PGP signature on each packet. Only a fucking idiot game developer would do that. The only reason not to encrypt game packets is processing time, not bandwidth.
Re:If You Ain't Cheatin' You Ain't Tryin' (Score:2)
The variant I've heard for that in basketball is: If you never commit a foul, you aren't playing tight enough defense.
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Well... (Score:2)
Cheating on multiplayer... there are, and probably always will be, two equal and opposite viewpoints here. Those that say the game should be used as intended for multiplayer, and those who feel that client-server design is such that, if you can warp your client to display information your computer already knows about in a different way, then you should do so.
Examples: Mile high flags in Tribes, see-thru walls in Quake.... The now-defunct 'gambling' cheat in diablo 2..
And that'll never change.
*sigh* (Score:2)
Look at Nettrek.
For the unnitiated, a modified nettrek client is called a 'borg'. Main borg features are: automatic trajectory calculation&firing, automatic missile detonation if we can't escape it, etc. Due to the simple vector math in Nettrek, it's easy for a client to be modified to give you a huge advantage in lining up your shots/picking the absolute best time to do certain things.
How do the developers get around this? Simple. Signed code. Their software is set to return certain checksums to the server; the server can identify individual clients and allow/disallow them (so if someone writes a cool new client in Java, they can have it accepted at servers, it's up to the server operator)
SOme servers permit *any* client to connect, in which case the game changes to a contest of who has the best borg...
The point is, what about plain old code signing?
Re:RedHerring author on crack (Score:1)
Now PGP 2700 1kB files.
Re:Follow Real-World Examples (Score:1)
Otherwise, nice post.
Re:Follow Real-World Examples (Score:1)
The statistics show that couples that read the bible daily together have a divorce rate of 0.1 percent. That's one couple per thousand couples that read the bible daily get divorced. Remarkably different from any other group I have ever seen split out in the statistics.
And no, this does not happen because we "believe we'll burn in hell for eternity" if we get divorced. I fear that some intolerant individuals have misrepresented Christianity to many of you. As a Christian, even if I got divorced, if I repented of that sin, I would be forgiven in eternity. I would still certainly suffer the consequences of the sin (feeling miserable, alimony, whatever). But I would be forgiven.
Chrisitianity is about love - read 1 Corinthians 13, or Matthew 5-7, you'll see what we are called to. Are we all capable of that? No, we're sinful humans, and not capable of that perfection - but we should try to get as close as possible. Unfortunately many people who are labelled as Christians and are not (Oral Roberts, etc. etc.) don't follow those goals and tarnish the reality.
Re:Social Answers to the Cheating Problem... (Score:2)
In the very short term it was efficiently run. In the longer term, it failed utterly.
Technical excellence requires winning in the short term and the long term.
bukra fil mish mish
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Monitor the Web, or Track your site!
Re:Social Answers to the Cheating Problem... (Score:2)
bukra fil mish mish
-
Monitor the Web, or Track your site!
Cheating is inevitable, deal with it... (Score:1)
So here's how to deal with it...
Limit accounts to one per person (handled via credit card, etc.) and Rank players depending on their record. So Bob signs up for the latest game armed with aim-bots, automappers, transparent-wall hacks, etc. and starts at level one. He battles other L1s and wipes the floor with them (as should be expected). He gets bumped to L2 automatically by the system, this continues for awhile and he soon finds himself ranked at L15 and battling only other people using similar cheats and therefore battling on a level playing field.
If someone is consistently losing they would drop down a level. The system could even handle asking someone who is doing well but not dominating if they want to go up a level where they will face stronger challenges.
Re:Social Answers to the Cheating Problem... (Score:2)
Once we start a trend where companies can (and do) permanently disable people's ability to use a product after they sell it, where's it to stop?
There's a *much* better solution. Just don't write games with things like Railguns. There's a reason every cheater in Q2/Q3 runs for the railgun, it's an instant-hit weapon doing a huge ammount of damage. Any bot can do that, what good is that?
Bots can't properly anticipate complex movement (ie, not straight line) and put a rocket where someone is going. Bots can't lob grenades into an area you want to go. All bots can do it the simple, trivial things
If games were based more on complex skills like pathfinding through maps, using non-instant weapons, etc. then an aimbot wouldn't do anyone much good.
A client/server architecture like Q3 has stops most of the simple run-fast cheats, or god-mode stuff.
The measure of a good game would be one that nobody could write a client-side bot for (ie, one that had to operate on the same info that the server sends to the player.) If nobody can write a bot to do it well, nobody will use those bots.
But, first we need to get rid of railguns and sniper rifles, those are perfect for bots.
Humans can't always tell... (Score:1)
I don't really mind things like Aimbots and such. I do hate some cheats like speed modfiers, but those kinds of things seem to get weeded out quickly - personally I'd rather face some danger from cheating than punish really skilled players.
Really there's almost no way to stop cheating until online games stream video directly to the monitor from a central server - and even then there will probably be some ways to bend the rules!!
Re:Solved long ago by MUDs. Run game on server. Du (Score:1)
It's true, text based MUD's don't have this problem. Are you suggesting we all forsake the 3D-OGL games we've become so used to?
mefus
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um, er... eh -- *click*
Re:evolution in action? (Score:1)
Is there something out there like this?
Re:So What? (Score:2)
this is pretty funny. what country are you from. see, here in the us we have a constitution that contains a list of our rights. most of these rights were earned years ago and the people here today now think they have the "right" to everything. i know it sounds kinda silly...
we probably have people who can read "the right to play online games where noone cheats" into the constitution. sadly enough it doesnt mention such a thing. i'm glad to see the founding fathers incorporated online gaming into your legally earned rights. it probably also includes such important things as: watching jerry springer and mtv, shopping with convinence at wal-mart, cheap gass for huge tank-like cars, and lest we forget the right to high speed internet access for everyone. you must indeed live in a wonderful country.
use LaTeX? want an online reference manager that
... (Score:2)
it is true that i enjoy posting on slashdot, but i dont confuse that with a right. if malda decided today that i could no longer post, canceled my account, banned my ip and kept an eye out for me as i tried to create new accounts via a proxy server this action would be fine. it is taco's perogative to ban me from slashdot.
at this point i would have to find another outlet where i discuss stuff. i dont think i was really missing the point. people all over slashdot and across the united states think they have these "rights" and it's really annoying. they do however have the right to say they have the aforementioned "rights" and i suppose i'll support their right to say that. i will also refute what they say when i think they are incorrect.
it's strange how people get used to something and then one day it's gone. but hey it was my right; you cannot take that away from me. i personally look forward to the day all cell phones stop working. hell we are so dependent on land lines that to loose those would be an impressive sight to see.
back on topic
use LaTeX? want an online reference manager that
Re:RedHerring author on crack (Score:1)
Re:RedHerring author on crack (Score:1)
"Not only do you have to have a spare tire for each seat & what-not, but closed cars are bigger, so that adds to traffic as well".
You see, that doesn't make sense
Re:Cheaters are Playing a Different Game (Score:2)
Playing the kind of metagame you describe requires that you are prepared to inconsistently violate the internal logic of the game.
The key word is "inconsistently". Because the received rewards are, as you say, "in the game" while the methods used to get those rewards are outside the game.
Which is more mentally lazy:
1) Voluntarily and actively suspending your disbelief for the duration of a movie in an attempt to apprehend the work as the director intended, or
2) Continually noting (or worse, commenting on) aspects of the movie (e.g., casting, technical) that could be defined as "outside the context"?
I do acknowledge your point, which is that there can be no comparison between cheaters and non-cheaters since they are playing different games, but I don't agree that the non-cheaters are necessarily more mentally lazy.
Re:RedHerring author on crack (Score:2)
An asymmetric cipher is a different beast althogther and may explain why you made the comment, however asymmetric ciphers should only be used in the initial (general non-performance related) exchange in order to set up a symmetric key.
The CPU cost for decent encryption at ADSL and modem speeds, even at maximum link rate, is not particularly large, and the latency introduced is almost non-existant (we are, of course, assuming a good implementation of a good algorithm here, VOIP stream ciphers and block ciphers such as Blowfish are particularly effective).
Unfortunately, the most important point here is missed. No matter how well secured the link is, the gamer has complete control over one end of it. Therefore, with a bit of hunting around in memory, they have the encryption key, and, in fact, access to all the buffers the information is being decrypted into, and all the internal game structures.
You just can't trust the client.
Re:RedHerring author on crack (Score:2)
An asymmetric cipher is a different beast althogther and may explain why you made the comment, however asymmetric ciphers should only be used in the initial (general non-performance related) exchange in order to set up a symmetric key.
The CPU cost for decent encryption at ADSL and modem speeds, even at maximum link rate, is not particularly large, and the latency introduced is almost non-existant (we are, of course, assuming a good implementation of a good algorithm here, VOIP stream ciphers and block ciphers such as Blowfish are particularly effective).
Unfortunately, the most important point here is missed. No matter how well secured the link is, the gamer has complete control over one end of it. Therefore, with a bit of hunting around in memory, they have the encryption key, and, in fact, access to all the buffers the information is being decrypted into, and all the internal game structures.
You just can't trust the client.
Re:evolution in action? (Score:1)
Re:Cheat On! (Score:1)
No, you do not need to write scripts, but you do need to adapt to them and you should not really expect to be able to beat the few people wh are better at scripts then you. You need to write scripts to beat the sript writers; You need to understand scripts to beat the people who can read new scripts and understand them; but you only need to be able to pick up some wierd new user inderface feature and start using it to be able to beat your average player (if a script is really good then it will eventually be documented so that you don't even need to know how to read the coade to control it).
Re:Cheat On! (Score:2)
People want to write scripts to help them micromanage their units and they want to write cheats to allow them to see the whole board. Ok, fine. This means we should make it very difficult to write cheats to see the whole board and we should build a scripting langague into the game. Clearly, the guy with the better scripts will kick the shit out of the guy with crappy scripts, so we set up the game to share the scripts. Now, we have eliminated one form of cheating (scripts) by making them legal and fair, but we still have two types of cheating: map cheats and tricks to prevent your scripts from being shared. The solution to these two cheats is to make them unprofitable (Remember: these cheats require hacking assembler while scripts are user friendly). Specifically, we will make battle.net delay the distribution of the scripts for a week or month. Now, it will always be more profitable to develope a better bot and train with the good bots you have as opposed to hacking the assembler to cheat.
Anyway, the moral of the story is that if someone wants to spend the time programming to give themselves an advantage GOOD, but we should force them to eventually share their efforts with the rest of the world.
Re:evolution in action? (Score:1)
"Dude, pawns can only move foward one space."
'No way! I'm cheating! Evolution in action! Check out this new move I made up.'
"You can't bring your pieces back onto the board!"
'I've given my bishop the "Raise the dead skill."
"What was THAT move?"
'Oh, I gave my King and Uzi so he can kill your pieces without moving. Since I haven't moved, he has now killed off all your pieces. Checkmate! I am the chess master! None can beat me and my new modified rules!'
Re:And exercise prevents heart attacks. Flo-Jo? (Score:1)
Now on race and crime or race and intelligence. Those are meaningful statistics, but to really get at what they mean, they have to be compared to other meaningful statistics: such as race and economics, race and education, and those factors again on crime and intelligence. Heres another meaningful statistic: first generation African immigrants in america have a lower crime rate and greater level of income than whites on average. Yes there is a correlation between race and position in society, but the suggestion that the blame lies in a problem with the race rather than a problem with the society has little backing in fact.
So yes, if you excercise it will reduce the PROBABILITY that you will have heart trouble. They can't say "Eat right and excercise and you'll never have a heart attack" because that would be blatantly untrue, but saying that it "may" prevent heart disease covers the fact that yes, on average, healthy people have a much lower rate of heart disease, but some people are still just unlucky and we can't assure you of anything 100%
Sorry to be so offtopic, but I had time to kill and this guy was letting his mouth run where he shouldn't have.
Re:Solution is simpler clients, smarter servers (Score:1)
Re:Solved long ago by MUDs. Run game on server. Du (Score:2)
The problem is latency. In an ideal world the server would tell the client "exactly" what it can or can't see.
However, today's network just don't have a low enough ping to do this. Quake used client-side prediction for movement as ANY form of lag provides a discontinious play experience.
Actually Ultima Online does do the above. You can't "use" the next item, until the server acknowledges the first item is valid.
i.e. open container, drink potion
You're also forgotting, that ALL program's have bugs. You can have the best hack-proof client, but if the server logic (bug) is incorrect people can still cheat.
This also applies to /. (Score:2)
Bitching about cheating sucks more (Score:2)
What gets me is bitching about cheating. I was playing Counterstrike a couple days ago and this one guy, who I'm pretty sure wasn't cheating but was doing very well, was getting constantly abused for being a cheater. It went on and on whine, bitch, complain, vote, fail. It really takes away from my enjoyment of them game.
I'd like to see a game company come up with a way to stop cheating in online games, I'm just sick of hearing about it.
Re:Follow Real-World Examples (Score:2)
Of course, part of the reason people play games like street basketball isn't just to win at any cost or rack up their personal statistics, it's to be part of a little community, with all the social benefits & obligations that entails. There don't seem to be many comparable online gaming "neighborhoods" based on anything but wanting to play the same game. Within the set of, say, Quake CTF players, there's nothing to delineate games for casual players blowing off steam after work from those for unpleasant autotaunting 14 year olds who play for six hours a day.
I don't know how to fix this; server descriptions don't keep anyone from joining a newbie server and being an asshole, and password-protected servers will keep out too much traffic you might otherwise welcome. More hands-on administrator involvement would be expensive for centralized-server games, and people running their own game servers don't usually seem to care what goes on when they're not playing.
Re:Follow Real-World Examples (Score:2)
Re:Who cares? (Score:2)
Re:Follow Real-World Examples (Score:2)
Re:Solved long ago by MUDs. Run game on server. Du (Score:2)
I used to play MUDs, and used a Procomm's key recorder to record movement keystrokes to go from the pub to the orc's den or whatever. It saved monotonous typing. But it also gave me a minor advantage: on my blazing 9600 bps connection, I'd zip past other players on my way there. It's a slippery slope between that and writing software to play the monotonous aspects of the game for you, attacking monsters, monitoring health, selling loot, and so on. MUDs did nothing to prevent this sort of client-side automation.
Those sorts of problems extend to a wide range of games, from MUDs to 3D shooters to word games, board games, card games, and so on.
Re:Social Answers to the Cheating Problem... (Score:2)
BUZZZ.
You have Godwin'd. Please try again...
Patching CDs (Score:2)
If they're clever, it would be possible to patch CDs. Though you probably can't update the physical media, downloading a few kilobytes of update each time you sign on wouldn't be too unreasonable. This could be cached on memory cards, maybe, and loaded on boot (similar to Intel's microcode updates).
Of course, making the system easily modifyable like this might make cheating that much easier.
Let the players kick and ban (Score:2)
Some people just delight in screwing things up for everyone else. Maybe they feel vengeful against all the total strangers to them; maybe it gives them some stupid sense of power, to annoy so many at once; maybe they just want some attention. But they are out there and they will do it.
I played Unreal Tournament one night, and some of the players on the other team took our flag. But instead of taking it to their home base, they hid it somewhere, and sat around text-chatting to each other. When players on my team asked them to just take the #%!$ flag and have done with it, they denied having the flag, but eventually said "Oh, THIS flag?" Very funny... not. All I could do was find another server. I don't even think they were actually cheating, but they were definitely screwing around with us rather than playing the game.
I played CounterStrike one night, and some guy had an invisibility hack. It was a bomb-planting level and he was a Terrorist. What happened was that the CTs would kill all the Ts but the invisible one, and then the level would just drag on and on until time ran out. This guy would run right next to me, making a clicking sound (I'm pretty sure he was toggling his flashlight off and on; it sounded like the flashlight click). I tried spraying bullets around, but I don't think he was "there" to hit. Everyone, including all the other Ts, wanted to vote him off but we couldn't make it work.
I've played CS on servers where Friendly Fire was enabled, and guys would run around killing their teammates. But that's not the worst. Some guys would shoot you just enough times to really hurt you, but not kill you, so the server would never kick them off. If you killed them, the server would kick you off. You couldn't win, and we couldn't get voting off to work.
I have other examples, but in all cases just being able to vote the moron off the server would keep the cheater from ruining the game for everyone else.
More subtle cheats, like ones to see through walls, are impossible to prove; but the truly obnoxious and outrageous stuff would be shut down cold. And that's a good thing.
steveha
A cheating bibliography (Score:2)
Re:Solution is simpler clients, smarter servers (Score:2)
evolution in action? (Score:2)
ditto for armour and maneuverability.
who is to say that the hackers aren't doing the "right thing"? they are using their skills to win a battle...sounds human enough to me.
Treatment, not tyranny. End the drug war and free our American POWs.
If You Ain't Cheatin' You Ain't Tryin' (Score:2)
In almost all sports, a certain amount of cheating is part of a winning strategy.
At the organized level (ie. NBA), you have referees. They have the rulebook, and when someone cheats, they call a foul.
Not exactly when, but maybe about half of when. If the average penalty for cheating doesn't wipe out the advantage gained from it, then you do it. After all, your first loyalty must be to your team.
In specific cases, this can be a no-brainer. If you're covering a receiver downfield and he's about to catch a pass for a touchdown, you tackle him. The penalty for pass interference sure beats giving up six points.
So, is that cheating? If you disguise it so the ref might not call it and you get away without a penalty, is that cheating? Or is that just a lucky break?
In ice hockey, this is most evident. Penalties are called only if the infraction exceeds a certain severity. Well, certain is perhaps a poorly chosen word, 'cuz it varies wildly from game to game, ref to ref, and even minute to minute. As a player, you test this threshold until you see how bad you have to be before you get called. Hence the adage: If you ain't cheatin' you ain't tryin'
My solution to on-line game cheating? Simple -- if you get caught, you have to give back all your prize money.
--jzap
Re:RedHerring author on crack (Score:4)
So, instead of doing this: prepare data -> encrypt -> compress, do this instead: prepare data -> compress -> encrypt.
Any reason why that wouldn't work?
Re:Follow Real-World Examples (Score:2)
Do you have any stats on the percentage of bible-reading couples who are miserable together anyway?
Well we're getting a little off topic here... (Score:2)
Well you can't prove morality by logic alone, but you can prove that divorce is bad if by bad you mean harmful to children.
Check out the 1993 article on the subject in Atlantic Monthly [theatlantic.com]. Always a good source...
Cheaters suck (Score:2)
One advantage you have against these losers is their equally pathetic knowledge of computer security. I love windows security, these lamers don't even know that they need a firewall. It's kind of cute, can also be amusing.
I don't know what to say, check this link out.
It's an ebay auction for an aimbot, look at final price and the COUNTER!!! It show how pathetic these people are.
http://cgi.ebay.com/aw-cgi/eBayISAPI.dll?ViewIt
Though I still hate you fuckers with T3's and 30ish ping - thats almost as bad as cheating
The slashdot 2 minute between postings limit: /.'ers since Spring 2001.
Pissing off coffee drinking
Cry me a river... (Score:2)
As an avid online game player I understand the frustration that can be caused by a cheater. After a humiliating defeat there are the lingering doubts, was your opponent was simply more skillful than you or cheating their asses off.
However, this article almost seems as if they think a solution to cheating must be found or online gaming will suffer drastically. Since online gaming has done nothing but grow and grow I seriously doubt it.
While cheating is an annoying side affect of online gaming, it's part of life in general. People have a natural tendency to not want to work hard to achieve top results. (Look at Microsoft, why build a better product when FUD is so much cheaper?)
Only when game companies don't follow the rules. (Score:2)
1) A clever, capable player will know everything his computer knows about the state of the game.
Corollary: Expect secrets told to the player's computer to be overheard by the player. Especially secrets like the position of objects not in the player's line of sight.
2) A clever, capable player will control everything about the state of the game that his computer controls about the state of the game.
Corollary: Borg assists have been around since nettrek in the early '90s and will surely be around 10 years from now. Design a game that works as well with as without them, and you won't have a cheating problem.
Game companies who "cheated" on these two rules in their development phase now have a cheating problem. Isn't that circular?
Re:RedHerring author on crack (Score:2)
You'll figure out who really is the fucking idiot.
Re:Remember the days (Score:2)
The line... (Score:2)
Programs like PunkBuster are just as stupid (In case you dont know, that is a program to detect cheats for games). People will just hack that too to disable it. No matter what you try the cheaters will always find a way.
Consoles happen to be lucky, they will have the fewest number of cheaters because its simpley harder to cheat on. But once you start throwing consoles in the same arena as computers (xbox PC hardware) you are asking to get screwed over. The line between consoles and PC hardware seems to be getting finer and finer.
Anyway, just my lame 2 cents.
Cheat On! (Score:5)
i wonder how long they will get sick of having god mode on for everyone...
i can see it now... 'look, i can make you jump with my rocket launcher, hahahahaah'
Solution to Cheating (Score:4)
I've always wondered why it is so difficult to vote against a player in Counter-Strike. You have to open the console and type listplayers to find the cheater's number, then type vote #### whatever number he is. A lot of people are too lazy to do this or don't know how. Some don't even know how to get to the console.
Game programmers should aknowledge the fact that there are cheaters and implement an easier way for other players to vote him off the server.
Re:RedHerring author on crack (Score:2)
Any decent encryption uses checksums, repeated bits, and a ton of other info in order to make sure the info being sent is valid, and hence requires more bandwidth. Sometimes, they can use compression to make it smaller, but not by much.
If you don't believe me, take any file, and run a decent encryption algorithm on it, and watch the file size change. It also slows the game down due to additional clock cycles being spent on encrypting the data...
Cheating in one player games (Score:2)
Oh good lord, give me a BREAK... (Score:2)
I know what I speak of. For years, Diablo on Battle.net has been rife with cheaters. In fact, approximately 95% of people in public games of Diablo are cheating (I shit you not, and that's a kind estimate; it's more like 99%!). What sort of people are these? These aren't "dangerous hackers". They're stupid 13 year old punks who think that turning on godmode in a trainer someone else wrote means that they're "better" than other players. All it is, is adolescents showing their immaturity. To say cheating at computer games is a terrible problem is massively overrating the importance of it.
-Kasreyn
Random Cheat Testing (Score:2)
I help run a forum for gamers at www.ozforces.com and we recently did a test. We created a demo using a game that had a cheat installed. We then posted the demo on the forum and asked people to comment on the demo. Most people came back and said they couldn't run it, but there were a few people who could. When we informed people that you would only be able to run it if you had the cheat installed we got flamed badly, but it was an interesting experiment.
This experiment didn't actually prove that they were cheaters. It only proved that they had the cheat installed. Unfortunatly it is starting to get to the point where if you find people who have it installed you have to assume they are cheats and disallow them from the server.
Cheating. (Score:2)
Only STUPID cheaters (Score:5)
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PunkBuster (Score:5)
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Re:Cry me a river... (Score:2)
Damn it Keanu... (Score:2)
Re:PunkBuster (Score:2)
reasons:
1. not intended to yet
the current focus is getting it stable, not yet stopping all cheats
2. not wide use
almost 0 servers run this in required mode
3. lack of updates
recently(read about it at crossfire.counter-strike.net) a anti-cheats CS page posted cheats after waiting I believe 3 weeks for valve and punkbusters response(he emailed them first) and getting none.
its a good system, but would be much better if valve implemented something similar themselves built in and gave a shit about their customers past getting paid
Re:PunkBuster (Score:2)
Re:Cheat On! (Score:2)
that's like when someone is bugging you to get your attention. he will stop when you ignore him.
i hope someone has the balls to enforce cheating in their next game at least for one day (like an easter egg that gets activated on christmas or whenever). that'd be lot of fun.
Of Course They Do... (Score:4)
the liberator who destroyed my property has realigned my perception
Cheaters (Score:2)
Re:Follow Real-World Examples (Score:2)
Any suggestions?
Andy
Re:Social Answers to the Cheating Problem... (Score:2)
The solution might be (Score:2)
What is the sound of one player cheating? (Score:2)
I've heard a number of game designers whine about people using codes to diminish the challenge and subsequently the reward of games they put together. It seems silly. Take Time Splitters for the PS2. Free Radical didn't see fit to put any codes into the game in order to skip through the built in reward system. Players must beat sections of the game to reveal hidden characters, levels, and play modes. While I don't mind playing through the game for these extras, I've had a number of friends grow tired of the game--mostly thanks to the limited number of playable multiplayer maps at the outset--because they didn't have the patience. Free Radical shot themselves in the foot in my eyes because the lazy people in the market passed on the game after renting it or playing it at a friend's house and seeing how much work they would have to do to get anything cool.
What game designers have to realize is that there exist two crowds: those who are happy to have a reward for all their hard work and those who want all the fun stuff now. Both of them spend money on games and both crowds must be appeased. And please spare me the argument that the presence of codes encourages everyone to cheat and cheapens the morals of good players. My friend Eric and I are both from the former crowd of gameplayers and we often have two saved games on our memory cards: one with our hard-won games and one with all the cheats enabled that we whip out for the party.
Solution is simpler clients, smarter servers (Score:5)
I have a separate rant about letting clients know information that they shouldn't, and about letting clients decide what the state of the game is; I will spare you.