Become a fan of Slashdot on Facebook

 



Forgot your password?
typodupeerror
×
First Person Shooters (Games) Entertainment Games

Cheating in Multiplayer Games 323

millertime3250 writes "Tom's Hardware is running an interesting article on cheating in multiplayer games. In an issues that has gained increasing notority, it is a great read for those Counter-Strike players and others alike. It defines the different types of cheats like Client Hook, OpenGL Hack, and Hard-Coded Hack, and cheating's effect on gaming."
This discussion has been archived. No new comments can be posted.

Cheating in Multiplayer Games

Comments Filter:
  • Kick em out... (Score:5, Interesting)

    by irokitt ( 663593 ) <archimandrites-iaur@@@yahoo...com> on Saturday May 17, 2003 @05:06PM (#5981850)
    I think common cheats should have a forum where they are documented. That way, if someone at a LAN party gets noticed using them, they can be kicked out.
    • Re:Kick em out... (Score:5, Interesting)

      by ergo98 ( 9391 ) on Saturday May 17, 2003 @05:12PM (#5981884) Homepage Journal
      Most cheats are well known. For Quake III based, OGC [counter-hack.net] (that's an interesting page in general with good screenshots) is well known and often suspected.

      However I think the problem isn't so much at LAN games where you have actual physical people who'll clearly see if you're turning on auto-aim or wallhacks, but rather online games where every person is isolated, and the only monitoring is the realism of their gameplay. Some guys, like Urban Terror [urbanterror.net], allow some players to spectate, or to spectate after they die, and this can allow one to look over someone's shoulder and determine, to a pretty good accuracy, if their play seems skillfully good, or unreasonable. Wallhackers, for instance, are generally brutally obvious.

      Most online games I've played have been ruined by hackers. From Diablo, to Quake 3, to America's Army. Cheaters in online games are not only morally reprehensible, they seem to have a very weak desire to be challenged, and hence can often be considered the weak of the herd.
      • Re:Kick em out... (Score:4, Interesting)

        by FeloniousPunk ( 591389 ) on Sunday May 18, 2003 @01:10AM (#5984190)
        Some guys, like Urban Terror, allow some players to spectate, or to spectate after they die, and this can allow one to look over someone's shoulder and determine, to a pretty good accuracy, if their play seems skillfully good, or unreasonable. Wallhackers, for instance, are generally brutally obvious.
        That is very useful, unfortunately this mechanism can also be used to the advantage of cheaters. If dead players spectating can talk to their team, they can observe enemy players' movements and report them to still living teammates. Some servers disable dead spectating for this reason.
        Most online games I've played have been ruined by hackers
        Yeah, I agree totally. They've really poisoned the well; it's such a common phenomenon that pretty much every game I've played in online in the last year or two there has been at least one accusation of cheating. Anyone who plays well or just has a good day becomes suspect, and it really sucks playing online in that sort of atmosphere.
        The Internet has been a really depressing revelation on what people can be when they think no one's watching. From cheaters in online gaming to virus writers and crackers, all that anonymity hasn't yielded a very flattering portrait of people. And will in turn produce an internet in the future that is much more intensively monitored and controlled.
      • Re:Kick em out... (Score:3, Insightful)

        by Anonymous Coward
        I stopped buying pc games for my oldest nephew, whether the online shootemup variety or other kinds. All he ever does, I've noticed, is go directly to the internet to find out how to cheat. Waste of good money, and I'm not going to give it away to the game publishers for nothing anymore. Not til they straighten their shit out. (Yes, in many cases they encourage this phenomenon).

        He's a good kid, but assholes have convinced him and others that the only way to succeed is to cheat. They have no self-respect o
    • Re:Kick em out... (Score:3, Insightful)

      by Anonymous Coward
      The problem is you don't always know who they are, and too often highly skilled innocent players are accused.

      I think that wherever it makes sense, have a handicap rating system that segregates players by ability or peer-rating, or both. That way, if someone chooses to cheat, he will either have to deliberately play badly for a time (no fun), or take some kind of penalty to remain in the same class, or be moved up to the next level.

      In the best case, all of the cheaters would wind up playing against each ot
  • interesting (Score:5, Funny)

    by no reason to be here ( 218628 ) on Saturday May 17, 2003 @05:07PM (#5981856) Homepage
    In an issues that has gained increasing notority

    George W. Bush has started submitting articles to /.?

    That's an interesting strategery for the upcoming presidential race.
  • Quake cheats (Score:2, Redundant)

    by jon787 ( 512497 )
    Of course this isn't complete without a link back to these:
    Quake Cheats [catb.org]
    Slashdot article on the same [slashdot.org]
  • by ArsonPanda ( 647069 ) on Saturday May 17, 2003 @05:10PM (#5981872)
    Man, its a good thing we'll have MS's Trusted Computing Platform soon, to help deal with things like cheaters.
    Counter Strike - Palladium Edition
    • by 0101000001001010 ( 466440 ) on Saturday May 17, 2003 @05:48PM (#5982090)

      Believe it or not. This is actually one of the DRM applications I am actually looking forward too. It would make (massively multiplayer) online games so much more entertaining.

      This goes to show once again that no technology is inherently good or bad. It is the application of said technology where we must collectively learn to act more responsibly.

      • by IICV ( 652597 ) on Saturday May 17, 2003 @09:36PM (#5983291)
        I, personally, would rather only play SP games on a non-protected machine than be forced to use something that could concievably be used against my interests just to play against other people over the net without fear of other people cheating.

        Counter-Strike isn't that good. I doubt anything would be.

  • by Thinkit3 ( 671998 )
    Imagine when information becomes free and we all have source code access? I think at some point you can't stop the technology and you just need to trust. We'll just have to play with those we know.
  • Damn (Score:5, Funny)

    by Timesprout ( 579035 ) on Saturday May 17, 2003 @05:15PM (#5981902)
    No one ever accuses me of cheating, probably cos I am so crap. Does camping count ? I'm really good at that.
  • by Anonymous Coward on Saturday May 17, 2003 @05:16PM (#5981908)
    For every cheater, there are at least ten players who'll complain that you're cheating when you kill them - sour grapes.
    • by SpikeSpiff ( 598510 ) on Saturday May 17, 2003 @09:08PM (#5983165) Journal
      Communication among non-cheating players is important. One incredible shot is skill. 10 incredible shots in a minute is a cheater. Problem is, opponents only see the one shot. Talking about it helps sort out the skills from the cheaters.

      Best way to do it: call incredible shots - "nice shot sChmUcK sNiPP3r! Way to shoot me from behind you in the head while I was jumping from across the map through a crate!"

  • by rzbx ( 236929 ) <slashdot&rzbx,org> on Saturday May 17, 2003 @05:17PM (#5981913) Homepage
    There really isn't anything new in this article that hasn't been said before. He at least puts up a basic outline of some of the more popular games out there and the most used cheats. If you want more in depth articles covering the topic then check out the various websites affiliated with the game such as the official site, fan sites, anti-cheat sites, and various gaming sites. Good read none-the-less for those not familiar with game cheats.
  • Sorry... (Score:5, Funny)

    by dethl ( 626353 ) on Saturday May 17, 2003 @05:17PM (#5981914)
    I'm too busy cheating on Counter-Strike to go read the article.
  • by 1337_h4x0r ( 643377 ) on Saturday May 17, 2003 @05:17PM (#5981915)

    because they "aren't that good" or "I still get killed even though I'm cheating!"

    I've seen lots of cheating in Americas Army and it was the primary reason I stopped playing that game. It really ruins the game, although it is fun to kill a cheater when you KNOW they are cheating! :)

    • The only cheat I use involes being able to empty an entire clip and not hit a thing.

      Thus, my favourite FPS becomes Team Fortress, Yay HWG.

      Seriously though, how much satisfaction can you get out of killing someone with an 'aimbot' and a wallhack. Personally i'm extatic (too lazy to check spelling, prob spelled wrong) when, in Couterstrike i have 1 kills and 12 deaths because hey, with pure luck i just killed the top player on the other team. Top that Mr. Cheat!
  • cs anti cheats (Score:3, Informative)

    by Meeble ( 633260 ) on Saturday May 17, 2003 @05:20PM (#5981924) Journal
    our cs server now has an anti cheat that the admin developed. It runs locally on your machine and checks your hard drive for common cheat files, it will also take screenshots of your game running and ftp them to an ftp server. IT also checks the md5 hash as you play. It's found a lot of h4x's already

    you can check it out at www.wnygames.com - it's similar to creeping death imho, but more tailored to the server we play on.
    • Re:cs anti cheats (Score:5, Insightful)

      by krisp ( 59093 ) * on Saturday May 17, 2003 @05:25PM (#5981963) Homepage
      I'd rather play with the possibilities of cheaters then be forced to run something that 'checks my hard drive' or 'takes screenshots' of my game and ftps them back.
      • Which is why I stopped playing Counterstrike. When the servers I played on, started to do just that, I figured that it was time to quit.
      • Re:cs anti cheats (Score:5, Interesting)

        by Chucow ( 572393 ) on Saturday May 17, 2003 @06:06PM (#5982194) Homepage
        I'd rather play with the possibilities of cheaters then be forced to run something that 'checks my hard drive' or 'takes screenshots' of my game and ftps them back.

        An interesting point and something I myself have been worried about for quite some time. More frightening to me than a cheating person (usually a lamer using someone else's scripts with poor or little understanding of how they actually work), is the eventuality of an admin who decides to use a server maliciously. It seems to me that with the power server admins have over the clients in some games, it would be feasible to use a server to distribute a virus, etc.

        Imagine how many unique gamers go to a well-populated game server everyday...

        • Re:cs anti cheats (Score:3, Insightful)

          by bobintetley ( 643462 )
          Dunno about everyone else, but when I fire up my RTCW on Linux, I run it as a "game" user with no privileges.

          Permissions are your friend! Whilst not unstoppable, it makes it a damn sight harder for untrusted code to break your system.

          Windows has more sophisticated ACLs than *nix, so surely it would be possible to set up a similar game user with no access to the rest of the file system/registry. Why don't game installers do this by default on Windows to proactively try to prevent this type of hack? Why don
  • by Eberlin ( 570874 ) on Saturday May 17, 2003 @05:21PM (#5981932) Homepage
    I've heard rumors of touch-screens being used to make headshots. Under the definition given by the article (altering config files, etc) this isn't classified as "cheating."

    Does "better" equipment constitute cheating? Someone with a laggy connection, for example, becomes harder to hit. Someone with a bigger monitor may be able to see movement more clearly than a poor guy with a 15in screen. Is this the digital divide in fragging? :)

    I know touch-screens could provide a REAL advantage but wouldn't be defined as a cheat by the article. Sure, it's not as deliberate as an aimbot but it has to at least come close.
    • That has GOT to look pretty funny...Just imagine tapping your buddy's head and watching it explode...*POKE*
    • There was a guy who dominated the entire Purdue CS scene until he came to a PUGG [pugg.net] (shameless plug, there ya go andy) party and everyone saw his secret: a touch screen. I don't think that's cheating, just lame.
    • Minesweeper (Score:3, Informative)

      by spinlocked ( 462072 )
      I've heard rumors of touch-screens being used to make headshots.

      As a recovering minesweeper addict, a habit I picked up before I discovered UNIX during the windows 3.11 days - and no, GNOME mines won't cut it, I'm starting to twitch.

      I already have a pretty good best score (76 on expert, though these days I have trouble getting below 100), a touchscreen coupled with a keyboard binding for both mouse buttons, would be a distinctly unfair advantage! Hmm. :)
      • My dad can get the easy game within 7 seconds. He only takes about 45 to do the hardest.

        I really don't see how a digitizer on your screen could be used to make headshots. I mean, how does that work? You would have to have the mouse movements calibrated rather precisely, and even then, you would only be able to shoot people in a ring around the center of your screen. That and it would only work with a real touchscreen, not a Wacom style screen.

        Of course, I don't really need to know because in the only
      • I haven't played GNOME mines, but KDE mines is very similar to Windows. It's even got the yellow happy face and everything. Plus there's an online high score [sourceforge.net] list. I suspect cheating, though, because I don't see how 5 seconds on expert is possible.
    • Someone with a laggy connection, for example, becomes harder to hit.

      Lemme guess - you've never played classic Quake with a ping of 400 have you? Ok, it may be harder for a LPB to hit my lagged butt, but then, it is near impossible for me to make it around corners/thru doors wihtout getting stuck, stay out of lava/slime, or hit anything at all - since by the time my poor packet with "pull trigger" in it has reached the server, you've already communicated with the server up to 10 times.

      No... having lag an
      • Well, in games like RTCW, being much harder to hit can be a great advantage - like on MP_Beach, if you have the documents, and happen to lag, it's nearly a sure bet you can make it to the radio room to transmit them just by zipping right by everyone who's shooting at spots you're not actually in, as you herk and jerk by them. Since you don't have to shoot anyone to win...

        It sucks, but it nearly made playing on a modem worth it. =p
    • Tech advantages (Score:2, Insightful)

      by Crazy Eight ( 673088 )
      A low ping is the first advantage one can have, but any tech edge is destroyed by the way game makers have to include the Rocket/Bazooka type weaponry that appeals to youngsters.
  • Where's the fun at? (Score:5, Informative)

    by Goalie_Ca ( 584234 ) on Saturday May 17, 2003 @05:21PM (#5981936)
    Cheating has ruined multiplayer games for me. It's extremely frustrating to be constantly spawn killed and the likes. Before i quit playing cs i went on a hunt for cheat free servers. Even the most up to date servers with the latest anti-cheat technology was two steps behind. Even at organized tournaments people constantly cheat. The cheats may be more discreet but they're still used all the time.

    On one server in particular i suspected three clanners of cheating but the admin told me that it was rock solid. I later returned with an aim-bot/wall-hack and showed him how false his sense of protection actually was. All i did was a quick search on google and downloaded the first thing that popped up.

    What really confuses me is why people cheat in the first place. Those who use aimbots are really lame. Where's the fun if you don't even have to click. All you gotta do is face the cross-hairs in the general direction and it does it all for you. Wouldn't you get bored real quickly? I really don't see anything amusing about it all except that you guys like to open your mouth and talk about how 1337 you are when in fact you're nothing but a bunch of little pathetic script kiddies.

    What i really hate is the fact that every game is prone to cheaters. Even when playing chess online some people resort to using computer programs to help them out. How lame is it to run gnu chess in the background?
    • by Dthoma ( 593797 ) on Saturday May 17, 2003 @05:32PM (#5982000) Journal
      I really don't see anything amusing about it all except that you guys like to open your mouth and talk about how 1337 you are when in fact you're nothing but a bunch of little pathetic script kiddies.


      While that's the usual and stereotypical reason given, I think there's a more obvious reason; to these people, it's really really funny to watch everyone jumping up and down and getting angry screaming "OMG CHEATER" because of their cheating. That's the fun for them - not the winning, but pissing everyone else off.
    • by Anonymous Coward
      Somebody I know from school is constantly being accused of using aimbot and wallhack, and booted. He doesn't, he just has ridiculously good reflexes (which also transfer well to real, physical sports) and a great pair of surround-sound headphones. He's a world-class player, but he can't play on public servers.
    • by Anonymous Coward
      I heard that, but at the same time I actually kind of relish trying to kill cheaters. There's nothing more satisfying than finally wasting some little turd with an aimbot. Working against impossible odds sharpens one's skills, I think, because sometimes after an hour of playing against obvious cheaters, I log onto a new server full of decent players and rule (or at least don't suck too badly).
  • by JohnCub ( 56178 ) on Saturday May 17, 2003 @05:23PM (#5981951)
    I'm surprised that the article didn't mention hlguard, also developed by united admins. It runs on all sorts of hl mods and is likely one of the most used anti cheat tools available. In case you are not familiar with it, it contains tools to check for aimbotting, common cheat cvars, and manual ogc detection. If you run any type of hl server (and it's interesting they don't mention the hundreds of other hl mods) hlguard is definitely a server side addon you should look in to.

    http://www.unitedadmins.com/hlguard.php
    • it also doesn't work

      i regularly play on a hlguard protected server since amod it runs doesn't work with vac and i've personally caught 4 wallhack/aimbotters in the last 3 days just by spectating after people start to complain

    • One great feature of HL Guard is that it wont let any of the clients know where everyone on the map is at any one time. It will only send packets informing them of ememies when the enemy is right around the corner, so youre wallhack is useless. This simple protection saves you bandwidth and stops all wallhacks in their tracks, Ive yet to see one get past this method.
      Aimbots are a different issue, there isnt much you can do to stop external code from moving the mouse once the enemy is on screen.
  • Nothing new.. (Score:5, Informative)

    by Azureflare ( 645778 ) on Saturday May 17, 2003 @05:24PM (#5981958)
    Wow they talk about this like this is new to multiplayer gaming. (Also, I take issue with what he says about no clipping; it didn't make seethrough walls, it made it so that walls didn't block you anymore, at least in the original doom...idspispopd or something? Ha, it's been so long.) Cheating multiplayer was really big when Diablo came out; I could remember the cheating idiots who would destroy multiplayer games. In fact, cheaters are what ruined the multiplayer diablo experience for me. Starcraft as well. (Both games I actually bought BTW!)

    I haven't played counter-strike, but it seems like the same types of people are at it again... I don't know, they always barge in and ruin perfectly innocent games. Cheating really does take out all the fun in multiplayer and even singleplayer videogames. That's why, you play with who you trust!

    The only way to do THAT is to make friends...and know them well. A third party isn't going to be able to determine if someone will be a good friend for you or not.

    My problem is I could never find anyone who was as obsessed as I was with videogames (Descent II was fun over modem, I got to kick my friend's ass all the time =P)

    • Damn I forgot and that ... and your mention it of made my fingers muscle memory instantly remember the keyboard combination to pound that code out.

      Thats kinda like the Mike Tyson Punchout! game -- 007 373 5963

      That got you directly into the fight with Mike Tyson
  • ... does "no clipping mode" mean see through walls? Every game I can recall that has a no clipping mode used it to enable the player to WALK through the walls.
  • A great resource (Score:5, Informative)

    by legomad ( 596194 ) on Saturday May 17, 2003 @05:27PM (#5981972)
    For this kinda info is the forum at www.gamehacking.com

    Actually they discourage multiplayer hacks, but otherwsise there is just about any info on the subject you may want.
  • No good solution. (Score:3, Insightful)

    by rice_burners_suck ( 243660 ) on Saturday May 17, 2003 @05:28PM (#5981978)
    I strongly believe that cheating in online games is one of the biggest problems facing humanity today. The only thing that could possibly be worse than drugs and violent crime in urban areas, terrorism, war, disease, hunger... is cheating in online games.

    Yeah. It's annoying. Cheating also takes place in casinos and in other physical forms of game play. It's a difficult problem that has been around since games were invented... and it's not going away anytime soon. I don't claim to know the answer. It's just like SPAM, popup ads, and all sorts of other online annoyances. There may not even be a good technological solution... The only thing I can think of is to play with people you know, and if you play with someone else, be wary of what's going on. If they cheat, fuck 'em... There are lots of other people to play with.

  • We set up special servers where cheaters could go all-out doing what they do best?

    It could become an entirely different form of competition. Just because you can cheat doesn't mean you can do it well.

    I know there'd always be some cheaters hell-bent on ruining the experience for legitimate players, but perhaps this would give a lot of them the chance to harmlessly work off whatever it is that drives them to cheat.
    • Cheaters don't want competition. That's why they're cheating.

      Yeah, you would probably see a little traffic, but the primary drive for cheaters is to beat the other guy (and usually rub it in their face.) That doesn't work on a level playing field. Remember, those people who cheat are mostly (1) those who are hell-bent to run the fun of the legit players, and (2) those who want to win the game at any cost. This, unfortunately, caters to neither.
    • For Netrek, there used to be (dunno if there still are -- I haven't played for years, although I think I still have my .netrekrc somewhere...) at least one or two servers which had turned off RSA authentication. This way, you could use any Netrek client to connect, not just one of the precompiled binaries "blessed" as legitimate.

      Therefore you could take, say, the BRMH client and add features such as a torpedo data computer, automatic updates of army counts on all known planets, keys to turn... you were st
  • by revmoo ( 652952 ) <slashdot.meep@ws> on Saturday May 17, 2003 @05:40PM (#5982034) Homepage Journal


    I play a lot of CS and I Don't really think cheating is THAT big of a deal, with kickvoting, people can kick off the cheaters, so it becomes irrelevant... Really the most annoying thing is people that get killed and then automically accuse the person that killed them of "HAXXORING".



    Not to say that I've not seen any cheaters, but they are easy to spot, and it's always fun to mess with them, you would be surprised what information about a person you can discover with just google and public information...


    Always fun to give them a call in the middle of the night suggesting they keep to honest methods of gameplaying...

  • by Dthoma ( 593797 ) on Saturday May 17, 2003 @05:42PM (#5982047) Journal
    If I were placed on a multiplayer game server where half of the players are cheating, I think I'd just sit and watch the other half frantically screamed "OMG HAX!!!1" messages scrolling down the screen.

    If this continues then the only players of CS and the like will be hardcore cheaters. This will be even funnier because often cheaters consider themselves to be above reproach and will threaten and verbally abuse anyone else who cheats as they do. So all game servers will be infested with retards squawking at each other.

    Looking further into the future...
    An arms race of cheats is almost inevitable. As with a real life arms race it will continue indefinitely until someone comes up with The Ultimate Cheat. By analogy with real life, we can see that this Ultimate Cheat will probably consist of submitting a link to the game server to Slashdot, causing it to be turned into a molten pile of slag and driving everyone playing bonkers. Then no one will play the games any more because of the risk of their computers exploding and I will be happy, for then I will have other freeciv players to play with.

    Then someone develops a wallhack for freeciv, and the cycle starts over again...
  • by Metallic Matty ( 579124 ) on Saturday May 17, 2003 @05:44PM (#5982059)
    Half-Life mods have alot of cheaters.

    In other surprising news, Microsoft continues to make software with security holes.
  • by Maul ( 83993 ) on Saturday May 17, 2003 @05:44PM (#5982064) Journal
    Cheating has always been a problem, and always will. The only way to deal with the problem is ignore the cheaters and play on LANs or servers you _personally_ trust. Lamers will always want to install hacks that allow them to cheat their rear ends off and pretend to be l33t.

    Pack when I played Quake 3 quite a bit, I didn't mind the cheaters. I looked at it as playing against an enemy with an unfair advantage. And while I might have lost more often than not against a cheater, I'd still be honing my skills against them. Plus if someone else won the deathmatch, they'd be pissed out of their minds, which was always funny.
  • by Stalyx ( 633692 ) on Saturday May 17, 2003 @05:46PM (#5982073)
    So what would a cheaters hell look like?

    Methinks in a cheaters hell you play against Satan who is on a beowulf cluster with 10Gb of RAM and running OGC, whilst you are on a 386SX-25 running windows XP.

    And Satan shoots real bullets :)

  • QuakeCon (Score:3, Funny)

    by mrpuffypants ( 444598 ) <mrpuffypants@gmailTIGER.com minus cat> on Saturday May 17, 2003 @05:46PM (#5982077)
    what they say about cheating at LAN parties is the truth. If somebody finds you cheating while you're sitting just a few tables down from them people can do some nasty things to ruin your day. I don't think that it's right to caose actual property damage, but a 3-day ping -f with the blessing of the NOC staff can really hammer it home.

    At quakecon people are rarely found cheating, probably because most of the people there play Quake, which there seems to be far less cheating for. Instead of cheating, however, people resort to dumbass things like sending netsend messages across the network (he got kicked out on his ass for that one) and other general network tomfoolery.
  • by Twid ( 67847 ) on Saturday May 17, 2003 @05:47PM (#5982080) Homepage

    One issue, as I see it, is the architecture of the game servers themselves. Half-Life, for example, feeds information about the location of all players on the entire map to the client. You can add all the signing and checking of client side binaries that you want, but someone is going to figure out a way to creatively intercept that data if it is there.

    The long-term solution is to just not have the data there. While it would be more work on the CPU to make the game engine instantly draw a character on-screen from no previous information, I would think most multiplayer gamers would give up a few FPS to play cheat-free.

    I'm not familar with any back-end changes for games like HL2 and Doom3. Is anyone out there thinking of this? It just seems common sense. If people are exploiting data, just remove the data.

    • I would think most multiplayer gamers would give up a few FPS to play cheat-free.
      Give up FPS? You're new here, right?
    • by FryGuy1013 ( 664126 ) on Saturday May 17, 2003 @08:58PM (#5983129) Homepage
      One issue, as I see it, is the architecture of the game servers themselves. Half-Life, for example, feeds information about the location of all players on the entire map to the client. You can add all the signing and checking of client side binaries that you want, but someone is going to figure out a way to creatively intercept that data if it is there. This is completely wrong. It only sends information for players located inside the "visible" portals (i.e. before culling of the true non-visible ones). Try going into the console of a singleplayer game (not lan) and typing "gl_wireframe 2" and notice how far into the map you can see. This is how much data it sends for players as well. Not the entire map by any means.

      And the problem is not in the CPU (client side at least) to have players not visible on the screen at the moment not sent. If anything, it _increases_ CPU usage to have this. Latency is the issue. If you are going around a corner and you don't know anything about whats on the other side, and you peek around it, it will take say 100-200ms to get this information, resulting in a very bad experience.

      Not to mention your advice seems to only help for wallhacking problems. Your client has to know what's visible on your screen, and what's on your screen can be aimed at. More perfectly with the assistance of a cheat even.
  • by Dthoma ( 593797 ) on Saturday May 17, 2003 @05:49PM (#5982095) Journal
    ...well, assuming I were a cheater. Which I'm not. Really. But anyway...

    I'm a big fan of the cheat which allows you to tweak its effect. There's an example given of a BF:1942 cheat which will double your fire rate and driving speed. This suggests something interesting; the incremental cheat. Just use the cheat to up your fire rate and driving speed by 5% to start with. If no one responds; up it a bit more, and more, until someone starts calling you a cheater. Then you can turn it back down and then tell them that they're making false accusations, whilst still having perhaps a 20% advantage over other players.
  • hooks = cheats? (Score:3, Interesting)

    by FryGuy1013 ( 664126 ) on Saturday May 17, 2003 @05:51PM (#5982104) Homepage
    Not all client hooks are cheat programs though. There are a few good examples of non-cheat hooks like sparky's utils [konspiracy.org] for Team Fortress Classic.

    Also, opengl wrappers/hooks can do more than just remove walls. They generally can also sniff the memory structures from the game client and do most of the stuff client hooks can do as well, whereas the article seems to think they can only remove walls.
  • I see a lot of invisible players on Unreal Tournament 2003. Annoying as hell. You can usually find them by firing blindly w/ the flak cannon :)
    • ermm... when you get adrenelin you can use your motion keys to chose a power up. Invisibility is one of those.

      Adrenalin
      You can get Adrenalin by picking up the red and white pills scattered throughout the levels, or by achieving kills. Once your Adrenalin reaches 100, you will be allowed to perform one of the following special moves, the effects of which will only last for a while:

      Speed - forward, forward, forward, forward
      Regen - back, back, back, back
      Invisibility - right, right, left,

  • OBVIOUS solution (Score:4, Insightful)

    by HobophobE ( 101209 ) on Saturday May 17, 2003 @06:16PM (#5982248) Homepage
    This seems quite easy to me...I play CS, I play FPSs, etc...and the simple and reliable solution that works for things like /dogmode (read godmode), etc. is ADD THEM to the game. Let these kids have their wall hacks, their aimbots, their stupid lameness...build it in, and let server admins turn them off. If you go to Gamespy right now and look hard enough, you can find a server that invites and serves cheaters...so why not? Build the cheats in and let most the servers be free of cheats, while the people who "want to go weeee but ain't got drugs yet" can yack off to their 42448ness (or whatever the hip number of the CTIME is).

    Okay...obviously they could still create proxys and such that would try to let them cheat where they can't, as they do now...but I think this would honestly help deter the average guy who isn't creating proxies for the time and effort it takes to actually find a way to slip through the current protections...I hope.
    • Doubt it'll work. (Score:3, Informative)

      by TheLink ( 130905 )
      You forget most of these people cheat to:
      1) Break the rules.
      2) Annoy other people.

      In a server where cheats are allowed, it's hard for them to do 1 or 2 so they don't get any satisfaction.

      These are the sort of people who'd glue a soccer ball to their foot, and think they're being smart.
  • admin rights. (Score:5, Interesting)

    by jericho4.0 ( 565125 ) on Saturday May 17, 2003 @06:18PM (#5982255)
    In my UT days, on a large instagib map, I could reguraly walk away with 50 kills, 0 deaths. This get one accused of cheating a lot. In the year that I was playing several hours a day, I only ever saw 3 or 4 cheaters, and they were obvious.

    IFAIC, the only possible way to spot a cheater is by spectating. Ignore how fast his reflexes are, and look at his strategy. Does he do a route that runs by all the pickups? Does he look behind himself a lot? Does he play smart? Then he's probably not cheating.

    To get a cheat free server, admins should find players that visit a lot and arn't jerks and give them admin rights. Simple.

  • by evilcyber ( 672159 ) <cyber@ono-sendai.com> on Saturday May 17, 2003 @06:20PM (#5982272)
    This has already played out before..
    Who remembers Netrek?
    There were several clients to choose from to play the game. The trick? On major servers, you just had to use a blessed binary. Special permission to use RSA, and have developers responsible massivly cut down on ``borgs''.
    If a developer was found to be producing clients that cheat, his key was yanked from the master server that all the game servers fed off of, and it revoked every client in the field.
    Go Team Beer!
  • by daemonc ( 145175 ) on Saturday May 17, 2003 @06:26PM (#5982312)
    I play a MMORPG called Dark Age of Camelot [darkageofcamelot.com] (DAoC). A major part of DAoC consists of realm vs. realm combat, where players from opposing realms clash in epic battles (a.k.a. lag fests). There is one well known form of cheating in DAoC, known as radar, which allows the radar user to see the positions of enemy forces in realtime before he can be seen himself.

    The most popular radar program for DAoC is Excalibur [sourceforge.net], hosted by your very own Sourceforge. The troubling thing about Excalibur is that it does not fit any of the definitions of cheating, although it clearly gives players using it an unfair advantage. It does not modify the game binaries, or modify memory areas or graphical output when running. It does not interfere with or modify data streams between the client and server. In fact, it doesn't even run on the same computer you play the game on. Excalibur runs on a Linux / *nix computer on your local network, and works by passively sniffing packets, decoding them, and constructing a detailed overhead map of the player's surrounding area. Thus it is, and always will be, undetectable whether someone is using radar or not.

    It really is a rather clever hack, but it's ruining the game for us honest players. (And no, I have never ran Excalibur, even to try it out.) The question is what can be done about? It would seem that the only two options are:
    1.) Encrypt every packet sent between the server and client, which would undoubtably slow everything down.
    2.) Send less information to the client, by implementing some kind of server-side clipping, whereby the server determines what objects are visible to each client and sends only those. Again, this would slow everything down, on the server side because it requires more work, and on the client side because when the player suddenly encounters the enemy horde, his computer will be forced to load hundreds of character models all at once.

    So, any other suggestions?
    • Those people who use radar cheats (such as Excalubur or Odin's Eye) have to be very careful, because Mythic actively trolls for them. If you are out PvE'ing (killing 'monsters' for experience), they will have invisible, high level monsters that show up as some highly desirable kill (either for experience or good item drops). If you run around chasing an invisible monster that noone else can see or even tell exists, it's a pretty good bet that you are going to get your ass banned. They do the same thing with
  • I stopped playing diablo2x on battle.net because of the cheaters. It was no fun. We created our own private realm (using bnetd) to have a cheat free environment. An added side benefit was our ability to implement our own game mods. I'll never go back to battle.net. Also, I won't ever again buy a Blizzard game because of their lawsuit against the bnetd project. They lost a good customer (not that they care).
  • Since I was willing to put my gaming WAY ahead of my studying, I got REALLY good at QuakeII, Tribes, Tribes 2, and recently UT2003. I was CONSTANTLY accused of cheating in Q2 and T1. But more than that, I never had a problem getting first place even when other people were using the most blatant aimbots.

    Also, I've never had problems finding public servers with no cheaters. Maybe I just never noticed them, but I don't think cheating is the massive plague that makes public multiplayer games impossible to enjo
  • Cheating-Death (C-D) [unitedadmins.com] is an anti-cheat system which includes both a server and client. Unlike HLGuard, which is a server-side only anti-cheat, C-D offers more protection by blocking the cheats themselves before the player joins the server.

    While in optional mode, players are checked for a running C-D client and will rename the player if they don't have C-D currently installed and running. For optimal protection against cheaters, servers can be configured to only allow players running the C-D client.

    Unfort

  • Dear God... (Score:5, Funny)

    by ffatTony ( 63354 ) on Saturday May 17, 2003 @06:58PM (#5982521)
    Ok, ok, I promise never to cheat in multiplayer games again, just for love of god change the color scheme on this page.
  • Baysean Filtering? (Score:5, Interesting)

    by stomv ( 80392 ) on Saturday May 17, 2003 @07:17PM (#5982631) Homepage
    Seems statistical analysis could find cheaters, the same way Baysean Filtering finds spam. It doesn't look for particular known signs (Viagra or a .dll mod); it analysizes trends in general.

    If an auto-shoot aimbot is used, the time between when the enemy is on the perp's screen and the time the gun is shot should be nearly constant -- by screen I mean either entire screen or some radius of the pointer. If it's a human making the decision, that time would have a wider distribution with a larger variance.

    For auto-aim but no shoot, take notice of when the pointer moves across the screen rapidly. Yes, there'd be type I and II errors (both not catching all auto-aims and recording simple things like turning around), but with enough analysis, it might be doable. Further analysis could be done on mouse movements prior to headshots. If a significant number of headshots (or killshots in general) came immediately following a rapid mouse movement, than an aimbot is rather statistically likely.

    For wallhacks, consider a graph that connects all hallways to other hallways... if a player is consistently converging on enemies out of view, ie the shortest distance between the two players is constant or decreasing, statistically speaking, a wallhack is likely.

    Of course, for all of these, the confidence intervals could be set arbitrarily close to unity -- and so it would give server admins the ability to risk overall Type I or II errors. This insures against being lucky some of the time, or doing the logical or rational thing in certain situations.

    While cheating could overcome these methods by introducing errors (intentionally miss sometimes, walk around randomly some of the time, etc.), it would reduce the impact the cheater would have on the game, thereby making it less interesting for the cheater... perhaps to the point of not worth his while.
  • by stomv ( 80392 ) on Saturday May 17, 2003 @07:22PM (#5982663) Homepage
    Templates. I play America's Army, and on some stages one can shoot a 203 (rocket launcher) into a window that is obstructed by some intermediate object. Blindly firing into a window that the enemy is likely to be inside due to its strategic importance from the other side of the map -- blindly -- clearly detracts from the game.

    The easy fix: introduce random errors in the map draw. Make the location of trees in an area a function of a random distriubtion. Make hallways marginally shorter, longer, wider, or narrower, in an effort to prevent people from using natural markings as methods of aiming (ie put your thumb three pixels below the lowest tree leaf to throw the grenade into the hole in the ground from maximum possible distance away).

    It's not a cheat (no modifications, etc) but it clearly is in conflict with the spirit of the game. Game developers -- fix this!
  • by Crashmarik ( 635988 ) on Saturday May 17, 2003 @08:53PM (#5983103)
    I had the honor of participating in the beta of MPBT 3025. It was both an eyeopener and lesson in the problems of online gaming.

    For those not in the know MPBT 3025 hnceforth BT, was an online version of the battletech boardgames. You have a space faring civilization that has fallen from its golden age. There is much lost technique and technology. Not the least of which is the political organization that allowed all those people to live together. The game was organized along the lines of the 5 major successor states. It consisted of the successor states battling for control of the known universe. The States or Teams had at various times upwards of 3k players and intense rivalries.

    The game had a long history having been out and in development for over 10 years. The latest version having been do real soon for nearly 8 years. I am not certain but I believe it was the complete inability to resolve community issues related to the various forms of cheating that first killed interest in the game by players and finally caused EA its last owner to kill the project.

    Imagine quake capture the flag with 5 sides and 2 to 4 thousand players a side. Now imagine "responsible players" being tasked with controlling the behavior of their teams, and having nothing but the power of persuasion to do so. This was the community of MPBT 3025.

    Needless to say the game became every kind of a cesspool you can imagine. There wasn't just one level of cheating but multiple levels of cheating and betrayal. The base level was what The tom's article speaks of and is the most minor of cheating in online gaming. The hacking of the connection, game engine, weapon data files was something both obvious and by and large easy to deal with. The experienced players could spot the game behaving freakily and would ostracize the cheats or find ways to harrass them. It was something that was annoying but easily dealt with.

    The higher levels of cheating were most likely what did the game in. The next level involved multiple accounts, various point transfer schemes, and impersonation. This is where "Cheating" showed that violationg the social contract produces truly disgusting results. There is very little that can compare to participating in an online world, and finding yourself betrayed by people you felt were your friends. In other online games theres similar problems, i.e. people in multiple guilds, people in multiple nations in the smaller empire games. But, in bt, with 5 large nations and virtually no way to keep track you had betrayal as the purpose of the game. Almost all combat was team combat, and towards the end everything revolved around planting ringers.

    Cheating is bad, betrayal by supposed friends is a catastrophe for a game. I can't say this loudly enough, and it is something that will either limit the scope of online games or limit them to weird survivor/lord of the flies knockoffs.

    The final and worst form of cheating was, the players who volunteered as honorary staff to gain a leg up. As bad as regular betrayal this was worse. In my mind it was the last nail in the coffin for the game. Its, also the great lesson for all online games to come. Make certain that you have automated checks built in before the game even starts. That way, you can not only watch the players but watch the watchers.
  • by Macdude ( 23507 ) on Saturday May 17, 2003 @09:11PM (#5983181)
    This only works on servers where the people have to sign up. When you sign-up are are giving a starting raking, say Rank:1. As you play the system keeps track of your success and if you're good enough ups your rank (i.e Rank:2). Then it only allows you to play against people of the same rank as yourself. So all the cheaters (Rank:17) get to play against all the other cheaters (and those rare individuals with God-like skills) and us non-cheaters can play against other non-cheaters (and really really lame cheaters). Everyone gets a challenging game and who cares who's cheating anymore...

    You could even start a game (as an example) at Rank:7 +/-2, then people who are Rank:5, 6, 7, 8 or 9 can join.
  • by swordgeek ( 112599 ) on Saturday May 17, 2003 @09:14PM (#5983194) Journal
    While I enjoy FPSes as much as most, my passion lately has been role-playing games. Cheating in these games is much more of a problem because your characters are persistent, and permanently affected by cheats. Trade hacks, leveling hacks, and RvR hacks basically define what can be done in Dark Age of Camelot, and it bugs me. I've spent hundreds of hours crafting my way to 'legendary' status, and others that I know have used cheat programs are taking orders away from me and my characters!

    Unfortunately, there's a central authority--the game server admins--and they have to use their authority to stop this stuff. Sadly the policy for most persistent online games is "every player we boot off for cheating is a player who won't pay us money anymore."

  • by lamontg ( 121211 ) on Sunday May 18, 2003 @12:08AM (#5983923)
    People have been suggesting several things in these threads about how to deal with cheaters and all of them were done in netrek around 1992 or before:

    1. Don't send all the data to the client. The client should only know the minimum it needs to know in order to draw what the player sees. e.g. If something needs to be randomized it should be randomized server-side and sent to the client. Clients should not know the locations of any other clients that can't be seen by the player, etc.

    2. Implement statistical checking to look for cheats. The netrek protocol has the client translate mouse clicks into angles. The server could identify cheaters by looking for a lot of very rapidly changing angles coming from the client. You can get some false positives this way with good players though.

    3. Have some servers setup as cheating-allowed servers. I wrote borgs for netrek and played them on servers which allowed it. You'd actually also get people who were good playing on those servers without borgs just to try to sharpen their skills.

    Netrek also had RSA checksumming of the binaries to make it more difficult to use a borg (or any other non-blessed client) on most servers (although this was crackable).

  • by Mulletproof ( 513805 ) on Sunday May 18, 2003 @12:52AM (#5984114) Homepage Journal
    Just curious, but how hard would it be to confirm the physics of most cheating server side? I mean, wall hack for instance. Couldn't one easily build in some sort of check and balance to see if the shot is possible or not? Same with the head shot deal. Create a routine that audits "outstanding" players. Axer05 just got his 4th strait head shot. Audit program cuts in and monitors him for a bit, judging whether the shots are even possible. I imagine such an audit program could judge a great number of attributes on specific players if they bring attention to themselves, or even at random.

    I specify one at a time as I imagine it'd take too much processing power to double check everybody, but the principle would be sound. No checking everybodies files, HD, whatever. Safe, non-intrusive and fairly difficult to spoof since the auditing relies on the server side mechanics, not the peer-hacked files.
  • A simple solution? (Score:4, Interesting)

    by UnixRevolution ( 597440 ) on Sunday May 18, 2003 @02:17AM (#5984367) Homepage Journal
    A simple solution, at least for FPS games, would be to have invisible bots in every server, that don't shoot, don't get in anyone's way, and don't pick up weapons, health, etc...

    This way regular players won't have any idea the invisibots are there. However, if a cheater should happen to have one in his field of view, his aimbot will take over and frag the poor unsuspecting invisibot.

    If a player frags an invisibot, they get kicked.

    It's not totally foolproof, but it seems to make sense. at least for aimbot cheats.
    • There's a lot of lead flying around on an FPS. Should the invisibot happen to be in the crossfire of a battle, not only will it get in the way of people's shots, but it will then cause a legitimate player to get booted. You can make it so that people can move through them, but if they can be shot by cheaters (on purpose), they can be shot by legitimate players (on accident)
  • by TheLink ( 130905 ) on Sunday May 18, 2003 @06:15AM (#5984793) Journal
    Multiplayer games are about playing with other people. People who cheat either don't comprehend the antisocialness of what they are doing or are arseholes.

    If enough people in the game think that doing something is cheating, unless you can convince them it's legit then it's cheating, even if it's allowed by the environment/server. Coz you're playing with them.

    For example if there are a bunch of people on a CS server and they had decided to play knife fights only even though the server allows other stuff, you're an ass if you ignore them and mow them down with machineguns. Of course if you just joined and they didn't say anything then you're excused for the first time. The point is you want to play with them, you play by the "agreed on" rules. You don't like it, try convincing them. Sure you could convince them that playing "knife only" is not a good idea by being an ass, but that leaves them also convinced that you're an ass.

    After all there are plenty of other servers for you to go. You might even be able to set up your own. But if no one wants to play with you and you have to go from server to server pissing people off, you're the one that has no life, not those who are "taking the game too seriously". After all, there are probably servers around which officially allow cheating (or set up your own), and if all the cheaters have to go to a "no cheats" server to cheat, that shows what sort of people they are.

    In many games there are lots of rules (e.g. golf, football etc). There are also lots of unwritten rules. Often when an unwritten rule has to be written, it means someone has been an ass. Similarly, when added complexity has to be added to game servers. The players and the game suffer an additional cost.

    Playing a multiplayer game is like setting up a mutually agreed reality. If you win by the rules of that mutually agreed reality, there is some honor. If you're the sort who can't play by the rules, you're one of the good reasons why people are not omnipotent. You'd self/mass destruct given an eternity.

    I suppose Hell for these people would be being given God mode in their own reality, but nobody will play with them.

What is research but a blind date with knowledge? -- Will Harvey

Working...