SOCOM Online Cheats Ruin Experience 68
Thanks to an anonymous reader for pointing to a GamePro report discussing GameShark cheat provider Fire International's touting of itself as "the first source of cheats for PS2 online title SOCOM: U.S. Navy SEALs, effectively encouraging gamers to ruin online gameplay for fair SOCOM players." According to Fire's European press release, the cheat "..enables unlimited ammunition and now boasts cheat codes for no recoil, rapid fire, unlimited grenades and a code which allows the player to steal their opponent's ammunition!" This brings to Europe a problem that is already rampant in the States, but which Sony claim they will fix for November's SOCOM 2, which should "..solve these issues and also feature the ability to ban cheaters from online play."
Comment removed (Score:3, Insightful)
Re:I am Baffled as to why People Even Bother (Score:3, Interesting)
You're funny.
SEGA's in trouble. They had a non-viable financial model for PSO (buy the game, get unlimited free online play). Every hour a player is online is expense without profit.
The solution?
Let's just say exploits played right into SEGA's hand (hey, buy version 2 and pay for online access! we mean, buy the gamecube version and pay for online access!).
Does SOCOM require a monthly fee? If not, you've got your k
Re:I am Baffled as to why People Even Bother (Score:1)
Re:I am Baffled as to why People Even Bother (Score:1)
I think Blizzard is pretty happy with how their "non-viable financial model" is working.
Re:I am Baffled as to why People Even Bother (Score:1)
In this world there will always be people who seek to take the easy way out, and those people are the ones that make online game playing such a crappy experience right now...
They even ruined yahoo chess for me!
Re:I am Baffled as to why People Even Bother (Score:2)
Re:I am Baffled as to why People Even Bother (Score:1)
Re:So? (Score:1)
Punkbuster? (Score:2, Informative)
http://www.evenbalance.com/index.php?page=info.
Re:Punkbuster? (Score:4, Insightful)
I admin a rather busy Counterstrike server, and rather than use anti-cheat technologies, the admins simply watch people play. It's not foolproof, but it is certainly more effective than anti-cheat mechanisms.
In time, spotting cheaters becomes second nature. Does the person track through walls, seeming to know where an enemy will come out? Do they normally shoot automatically after every corner, or did they just happen to do it on the one with a terrorist hiding behind the crate? Are their movements smooth, or erratic?
I think one of the problems that consoles have, is that there aren't many admins. People can't set up their own server, it is all dependant on the company that released the game to police, and that is a patently Bad Idea(tm).
Humans are the most effective anti-cheat mechanism.
Maybe the XBox Online model is the way to go... (Score:3, Insightful)
Re: (Score:2, Interesting)
They do have some control.... (Score:1, Informative)
So Microsoft has one way to combat the cheater problem, they can ban their xbox system. They can transfer their account to a new xbox, and it will cost them to do so each time. This could be a good
Re:Maybe the XBox Online model is the way to go... (Score:1)
Regardless of who is hosting the games (MS or P2P), you still have to log in through an Xbox Live server. As long as you are l
Re:Maybe the XBox Online model is the way to go... (Score:1)
Much of a muchness (Score:2)
So when you add them together I get- WTF!!!
Re:Much of a muchness (Score:2)
Socom has become nearly unplayable (Score:4, Interesting)
Re:Socom has become nearly unplayable (Score:1)
Re:Socom has become nearly unplayable (Score:1)
blah blah and in other news... (Score:1)
"Killing and stealing are deamed illegal"
SOCOM Online Cheats Ruin Experience [abc-kid.com]
Gasp!
However, my question for Sony (or the game creator) is why the fuck did you leave this in there? In the past online PC games had alot of cheats in them, but things have gotten better (note: this has nothing to do with hacking online PC games).
Calling RTFA on myself... (Score:1)
However the cheats were not left in there by the developers, rather it was done with a 3rd party cheating/hacking device (Xploder). So it was no direct fault of Zipper.
That being said, I still stand by my Ren & Stimpy gasp!
evil-osm.
Re:Calling RTFA on myself... (Score:1)
And doesn't Sony get some kind of final QC/QA approval on the game? Are they not to blame a little for letting their online flagship title be ruined in the fi
Cheats = Testing Codes (Score:2, Interesting)
Re:Cheats = Testing Codes (Score:2, Informative)
Re:Cheats = Testing Codes (Score:1)
On cheating... (Score:3, Interesting)
Modified models let you see someone through a wall. Ok, why was a player behind a wall's position even transfered to said client? Hack removes gun recoil, why is the client software what determines if the bullets suffer from recoil? Unlimited ammo, why does the server trust the client to keep track of ammo? And so on...
Yeah, yeah. I know. It takes processing power to keep that sort of stuff on the server. So what. I paid for a game, with the expectation of fair play with other people. If they can't deliver that to the players, then perhaps they shouldn't be pushing the game out. Why aren't these companies held accountable for the mistakes they release?
Re:On cheating... (Score:3, Insightful)
The amount of processor power needed to do all these things server-side is nothing. The amount of bandwith consumed by it is what matters.
Netcode (the code that is a compromise between some stuff client-side, some stuff server-side, and blending it together in a seemless and smooth play experience) is tricky stuff. If you let clients decide if their bullet was a hit or not, you can let people cheat by just sending out packets with the right data that tells the server "I hit that guy in the head! Really!"
L
Re:On cheating... (Score:2)
The server can't wait until the character comes around the corner to start sending data; if it did there would be a noticable lag between the character coming around the corner and the client being made aware of that fact (and it would be all too common to be killed by a player on whose screen you appeared before he did on yours). So the client is told about the character a bit early. Wallhacks could be solved by using bet
Re:On cheating... (Score:1)
People still hack websites! Despite all the patches and updates and upgrades etc, new vunerabilities are discovered every week. As soon as it is possible to win the war on hacking websites, it'll be possible to win the war on hacking games. I don't see this happening very soon.
What makes you think the developer should be held accountable? Do you hold Hasbro accountable if your
integrity check (Score:3, Insightful)
Re:integrity check (Score:2)
You're a genious! Next thing you know, people will start faking the md5sums!
Re:integrity check (Score:2)
Re:integrity check (Score:2)
um... (Score:2)
Re:um... (Score:2)
Re:um... (Score:1)
*xpenguin*: They can't alter YOUR runtime, so YOU check HIS runtime with an md5sum to see if HE altered HIS OWN runtime, which could mean he cheats.
Very nice and all, but for 1 thing: if he altered his runtime, he could well alter his runtime in such a way that it will return a correct but fake md5sum upon ANY request from ANY other user (admin,bot,whatever). He'd just send out a checksum number that will register as correct, regarless from his real md5sum result. For all he cares, the md5sum isn't even c
Re:um... (Score:2)
Re:um... (Score:2)
Of course, the cheaters would just upload pristine directory. So much for that!
Re:um... (Score:2)
So he'll hack the md5 client to send the authentic binary but execute his haX0red one.
So you'll make the md5 part of the server login process.
So he'll intercept the fopen()s performed by the hacked binary to read itself, and return the authentic instead.
Face it, when push comes to shove you have no control over the other clients short of a hardware-level Palladium-style lockout.
Re:um... (Score:1)
This is not entirely true. A hardware-level Palladium-style lockout seems like such a great solution...to people who don't understand hardware.
There's an interesting tautology I learned a while back: If it can be done in hardware, then it can be done in software. By the same token, if it can't be done in software, then it can't be done in hardware either.
There are cryptographi
Re:integrity check (Score:1)
Re:integrity check (Score:1)
Re:integrity check (Score:1)
The real problem with cheats (Score:2, Insightful)
Why?
Because as soon as many people are certain it is possible to cheat, they will begin accusing every single person that can beat them of cheating. It's like the camping thing. I used to play Unreal Champ on X-box live, I liked doing base defense, and I got accused of "camping" all the time. What the hell do you expect? I am defending
Re:The real problem with cheats (Score:1)
Obligitory Penny Arcade link [penny-arcade.com] in reference to your comment.
Ego boost for $1 or why are the games so cheatable (Score:2)
What's the point of cheating in a game with no plot only other players?
Re:Ego boost for $1 or why are the games so cheata (Score:2)
Re:Ego boost for $1 or why are the games so cheata (Score:1)
That wouldn't matter, because the other (non-cheating)player still has the correct value and sends such info to the server. The server believes the (non-cheating)client and allows the gunfire to register as hits/misses, as opposed to invalid gunfire(if ammo really is depleted). In the cheating player's "world" the (non-cheating)opponent's ammo would be depleted, but
Re:Ego boost for $1 or why are the games so cheata (Score:2)
When you shoot it must be instant, so the shots must be handled client side, so you cannot have health server side because when you die that must be instant too.
Of course the server should be able to compare numbers and detect cheating.
For example if my clent registers hit hit hit hit, and your client registers miss miss miss miss, and that becomes a patern, someone is cheating.
And here... (Score:2, Funny)
What a relief.
Sony's game plan... (Score:2, Funny)
2. Hundreds of thousands of people play SOCOM
3. Gameshark makers discover cheats
4. Rampant cheating destroys gaming experience
5. Sony announces cheats will be fixed in SOCOM 2
6. Profit!
Is it just me, or... (Score:1)
- They plan to fix the bugs in SOCOM 2, but not address those in the original SOCOM at all? Down with consumer loyalty - who needs it! They'll all update like good little drones to the new version!
- That the ability to ban players was never a consideration in SOCOM? What, you think people will hack our system? No way! We are 1337. They don't stand a chance, banning is for sissy programmers!
Re:Is it just me, or... (Score:1)