The State of Cheating in Online Games 44
Gary Mullins writes "GameApex has a nice article up meant to inform other gamers about the presence of cheating in online games. The article covers the types of cheats to be aware of, the type of person the average cheater is, and even includes plenty of information from anti-cheat experts from PunksBusted, United Admins, and The Cheat Police." From the article: "If recording a demo is not an option then you can always use screenshots. While these are not as effective they do work. Once reviewed by you, if you do suspect the player is cheating, forward the information to the server admin. This information is always in the listing of the server or even in scrolling messages on the server in-game. Speaking as someone who has been a server admin, when you have a player who you suspect is too good to be true make sure you check them out before immediately kick or ban them. Sometimes it is better to err on the side of caution and presume the player is skilled, than to assume they are cheating. If they really are cheating it will be proven sooner or later anyway."
Admining Game Servers (Score:5, Interesting)
Does Punkbuster not work at all? (Score:2)
I read the article and it said that it doesn't work for all cheats. Were you getting in with almost all of your cheats or a fraction. The article said that one fifth of all cheats still can get past Punkbuster.
Re:Does Punkbuster not work at all? (Score:2, Informative)
Re:Does Punkbuster not work at all? (Score:1)
If the whole clan knows it, it won't stay secret. In the words of Benjamin Franklin, "Three can keep a secret...if two are dead."
Re:Does Punkbuster not work at all? (Score:2)
Re:Does Punkbuster not work at all? (Score:1)
Hardest cheating to spot and stop (Score:2, Insightful)
At the same time it is virtually impossible to weed away from the games because any effective resolutions would require extremely privacy intrusive techniques.
I play myself EVE Online and there are some 2500 in-game money grinders online 23/7. It seems that the company that runs the game is completely powerless to c
Re:Hardest cheating to spot and stop (Score:1)
The only alternative I can think of - (and have been working on) is more of a skill based system, though with some gear - but not as important... This way it's the character's experience thats the most valuable thing - and if you can't sell/transfer characters, then...
Re:Hardest cheating to spot and stop (Score:3, Insightful)
The problem is that the appeal of single player RPGs doesn't translate well into a multiplayer environment. Most developers try to fatten up their MMOs with grinding content, desi
Re:Hardest cheating to spot and stop (Score:2)
The IP should easily give away the true location of the user, so if some account login who used to come from china suddenly comes from the usa there migth be a good chance that the account was traded. It might also be possible to analyse the patterns of playing, if a player all of a sudden goes from power leveling to random walking around, there is also a good chance that something is wrong. Of course the t
Re:Hardest cheating to spot and stop (Score:1)
The biggest reason why so many companies are having 'problems' with computer software (PC software in particular) is because they are neither licensed nor bought - 'properly'. Buying the software, in the same way as music etc. wouldn't help here - but a proper licensing scheme, would... (Along with the DRM/copy protection stuff aswell). That way, yes - you could transfer the liscense for the game accross - but you'd have to create a new account from s
Re:Hardest cheating to spot and stop (Score:2)
I don't see anything wrong with buying items with real money. The real problem is the guy playing 24 hours a day who is earning money due to their character's high level.
The former is just a guy who might not have the time to spend levelling up all day like your average MMO game addict, and wants some way to level out the game. The latter is a guy with no life who should get a damn job.
subjectiveness in demos or screenshots (Score:5, Interesting)
Re:subjectiveness in demos or screenshots (Score:2)
Dude, playing on the elementary school's first grade server IS cheating!
Re:subjectiveness in demos or screenshots (Score:2)
Stupid game design (Score:5, Interesting)
Okay, for any game designers who have been hiding under a rock for the past decade (which sadly seems like a lot of them) here's online game design rule #1:
If the player's computer knows something, expect that the player knows it too. If you design the game so that the player's computer knows something before the player should then you are practically begging cheaters to ruin the game.
And rule #2 is probably that anything which depends heavily on the player's dexterity begs for cheaters as well. "Aimbots" is the cited example -- cheat programs that aim for you. You can't actually prevent this. Code integrity checks? Fine, intercept the driver. Driver integrity checks? Fine, run it in a virtual machine and run the bot outside of the vm.
Seriously, complaining about this and calling folks cheaters is like dropping $20 on the street and complaining about thieves when you go back and find it gone. Of course its gone. Duh.
Re:Stupid game design (Score:3, Interesting)
case in point: the human mind is far more creative than a group of programmers and any computer algorithm they can devise - and as long as that is true, then there will always be a way to cheat.
Re:Stupid game design (Score:1)
Re:Stupid game design (Score:2, Interesting)
Re:Stupid game design (Score:1)
A strong player knows when he's playing a computer. The pace of the moves is one of the biggest tip offs. For instance, a computer will tend to take similar amounts of time on a simple recapture and on a tricky, complex position.
Re:Stupid game design (Score:3, Interesting)
Unfortunatly its not always that black and white. Due to the nature of networked gameplay, its often very helpful that the client is given data in advance of an event appearing on-screen. Otherwise everything you "see" has the front end clipped off (eg: players appearing out of nowhere) because of latency. Most modern real-time networked games are one big
Re:Stupid game design (Score:2)
It does help to think outside the box. You can preload the client with information about the approaching object without loading its position until its visible. And you can usually design the game so that the knowledge that -something- is approaching offers no competitive advantage. When you can't do that you can always design it so that everybody knows that something approaches, thereby eliminating the competitive advantage.
Its only when you decide that its
Re:Stupid game design (Score:1)
Yes, it is true that it's a bit of laziness on the part of the programmers, but having the server handle everyth
Re:Stupid game design (Score:2)
Its far easier not to worry about buffer overflows too. Just ask Microsoft.
Solutions? (Score:2, Interesting)
Which seems unlikely for a very large game. Unless you want to reacquire the game everytime you play. The "state of cheating" in all aspects of life is visible, and unless a paradigm shift of society occurs, the same exploits or hacks will be made.
How
Re:permanent bans? (Score:1)
Punkbuster (Score:1)
Re:Punkbuster (Score:2, Interesting)
There's just cheapass stuff at every turn like spawn-raping, armor-whoring, the recently-nerfed PKM sniping...
However, there is, of course, the fact that PunkBuster and their own anti-cheating methods DO slow the game down. A LOT.
You know where it says 'Verifying Files' for about a half hour before you get in game?
That's PB religiously checking every bit of the 1-2 gigs of memory that is r
False accusations (Score:2, Insightful)
I used to be in a CAL-M clan with a few mates in Day of Defeat. When we got together to pub (which was fairly rare) somebody would always end up getting banned for 'hacking' by a poor server admin, and we'd be stuck looking for a new server.
They will break in somehow... (Score:4, Interesting)
I remember when SOE decided to update their encryption on the server-client transactions to defeat ShowEQ. ShowEQ was a packet sniffing application that people would run on a Linux box, and it would supply area maps, mob info, etc. (The plane of Hate had a few invisible, untargetable mobs that were named "ShowEQ Users Suck". Only people who used it or knew about the program knew about those mobs.)
SOE went to either a 64-bit or 128-bit encryption with this new version, and were changing it with every client patch. They figured they had quite a bit of time on their hands, and ShowEQ would be disabled for quite some time.
I do believe they hacked the encryption in 2 days, and really less than 24hrs. And the coders for ShowEQ made it so you could put a
All they did was increase the entrance requirements, which had become a joke. At one point, to use ShowEQ, you had to know enough to set up a Linux box, compile the ShowEQ programs from source, and keep it updated with each patch. Then folks started to sell pre-installed Linux boxes that auto-updated themselves, auto-compiled the program, and there was only a dollar amount entry fee. SOE took that back, but the smart people kept on going.
Mind you, ShowEQ really wasn't THAT great. The biggest thing was having maps for zones that you couldn't have in-game maps for. Once SOE gave us a mapping function for all but a few zones, it wasn't worth keeping updated. But people still did it, and other folks complained about the competitive disadvantage of maps.
So, people will find a way, and use it. Heck, there were people out there wanting to use Sony's flawed DRM stuff to hide hacks from Blizzard. 'Nuff said.
Re:They will break in somehow... (Score:3, Informative)
In EverQuest, a lot of rare NPCs exist around the world which only spawn a few times a day, or less. A lot of the competition in the
The State of Cry Babies in Online Games (Score:1, Troll)
Piracy!=Cheating (Score:1)
Shit, what a bunch of crap. I "pirate", I "steal" (although I don't have the feeling to), but I don't cheat, because that sucks, nothing to do with morals.
Most people who pirate don't cheat, I bet, prove me wrong with figures...
Re:Piracy!=Cheating (Score:2)
Also, piracy can only be linked to cheating if all "non-pirate-able" games have no cheaters. Yet you see droves of bots in Ragnarok Online. Go figure.
If you build it, they will break it (Score:2)