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The Almighty Buck Entertainment Games

Turn Your FPS Skills Into Cash 109

Game|Life is posting about a new agreement between Valve and an outfit called Tournament.com that will allow for an official Counter-Strike/Half-Life 2 Multiplayer game competition service. It sounds a lot like online poker tournaments, where players ante into a pot and the winner walks away with the results. "Another option is a perpetual, ongoing game that players can drop into at any time. If you get killed, you lose $1. If you kill another player, you get $1. When your virtual 'wallet' is out of money, you're done playing. Until you add some more funds with a credit card or PayPal, that is. For now, Tournament.com is strictly small stakes. Entry fees for the example tournaments were $3.60 for each of six players, with an $18 pot split between first, second, and third place. Company representatives said they're considering high-roller tournaments, but want to make sure the service has been fully field-tested, and potential cheating methods blocked off, before big money starts getting thrown around." One of the findings of the SOE White Paper was that some people are perfectly happy making money off of their gaming hobby. How long before we see similar livelihoods via this service?
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Turn Your FPS Skills Into Cash

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  • Great idea. (Score:5, Insightful)

    by Spazntwich ( 208070 ) on Wednesday May 02, 2007 @02:22PM (#18960217)
    Let's give people financial incentive to create bigger, better, and less detectable aimbots with the purpose of scamming people.

    This has the very real potential to ruin public servers.
    • Re:Great idea. (Score:5, Insightful)

      by MeanMF ( 631837 ) on Wednesday May 02, 2007 @02:27PM (#18960301) Homepage
      Let's give people financial incentive to create bigger, better, and less detectable aimbots with the purpose of scamming people.

      It doesn't seem like people need any incentive to do that now...Although yeah this will just make it 100x worse. This is a problem on the poker sites too - and only the really greedy and/or stupid ones get caught.
      • The problem with poker (from my understanding) is that while you can create a bot that plays the odds, and probably win a little bit of money, there's a lot of people who can easily beat the bots. You could just as easily have people play the odds, and you wouldn't technically be using a bot. But this tends not to work out so well, because the bots can only do so good. But with counterstrike, and other FPS games, it's hard if not impossible to beat someone who has an aimbot.
        • Re:Great idea. (Score:5, Interesting)

          by Opportunist ( 166417 ) on Wednesday May 02, 2007 @02:45PM (#18960641)
          I'd play it differently. Spread a trojan that sends you info about infected people playing, then match you against them, sending you screenshots of their hands all the while.

          I mean, nothing's easier than seeing through a bluff when you know your opponent's hand.
        • Indeed, it would take a bot a while to figure out players betting strategies, and of course the bots can't get pocket aces every time either. A wall hack would do wonders though!
        • Re:Great idea. (Score:4, Informative)

          by Eivind ( 15695 ) <eivindorama@gmail.com> on Wednesday May 02, 2007 @04:14PM (#18962099) Homepage
          Bots aren't terribly good at psychology, which plays a large role in Poker. So that kind of fully-automated playing-bot has a hard time beating really good players.

          But, it's trivial to write a program that for example:

          • Remembers precisely every game that was played, so knows exactly which cards are left in the deck. (good players do this too, more or less anyways)
          • Instantly calculates all relevant odds; With the cards that are now remaining in the deck, your odds of getting that straigth is 1:72. Precise information is valuable and will help, allthough a good player will approximate this too.

          And that is ignoring outrigth cheating, such as playing 2 people in a team on one table, without letting the other players know you're a team. That's an advantage because a) it doubles your available information and b) your chances of having the best hand is double, but your losses won't be, because you can make sure that only the one with the best hand bets high. (should be done in moderation lest it be suspicious)

          • Re: (Score:2, Informative)

            Remembers precisely every game that was played, so knows exactly which cards are left in the deck. (good players do this too, more or less anyways)

            Fine idea for black jack... except for that fact that they tend to use 5 or 6 deck chutes and only use around 20% of the available cards before shuffling... and fairly useless in poker as they shuffle the deck after every hand. granted you have a slight advantage by knowing the rough percentages based on what is left after seeing the community cards, but the number of times I have seen a 95% chance of winning hand lose on the final card...

          • by Mr2001 ( 90979 )

            But, it's trivial to write a program that for example:

            * Remembers precisely every game that was played, so knows exactly which cards are left in the deck. (good players do this too, more or less anyways)

            That's not how poker works. The deck is shuffled after each hand.

            However, there's still a good reason to track every hand you've played: to collect statistics on everyone you've played with. There's software available right now that does this, analyzing your saved hand histories to tell you how often each person bets or raises, how likely they are to fold at each stage of the game, how many starting hands they play, and so on. You can then use that information during play to decide not to play a marginal h

    • Not necessarily. While there would be a greater incentive to create bots, there would be also be more outcry against this form of cheating, and more pressure on the game server admins to enforce anti-cheating rules. Its one thing to lose a few points when a cheating sniper owns you with an aimbot. Its quite another thing when you lose a couple dollars for the same reason.

      Why was the parent modded redundant? Browsing at +1, its the first comment on the page...
      • Re:Redundant? (Score:4, Interesting)

        by CogDissident ( 951207 ) on Wednesday May 02, 2007 @04:18PM (#18962191)
        You know, if they made you wait a full week to redeem any money you put into the system, it would HEAVILLY discourage botters. Because, they'd spend, lets say, 20$ on their bots, have them go earn some money, if the bot gets discovered in the first week then they not only lose the 20$ they spent, but whatever that bot earned in that week and the time spent with the end machine running said bot.
    • I can't say I'm surprised that Valve would want in on something like this. But given their horrible record on security and hacking (and not just in their games) I am simply stunned that anyone would let them in on it.

      If the users are anything like regular CS players though they'll just keep paying in to get ripped off by cheaters while complaining about all the cheating.
    • Last I heard HackCam [youtube.com] was integrated as part of VAC2. Gotta code up some really good AI for your aimbot in order to beat it.
      • Re: (Score:2, Informative)

        by Das Modell ( 969371 )
        A few weeks ago I saw a few players with wallhacks, aimbots and speedhacks. And before that I saw a couple of other cheaters.
    • Collusion could be a problem as well. In comparison to online poker, collusion here would be much more effective in terms of winning and would be more difficult to control. An unofficial "team" could fill up all but one spot in a tournament and gang up on the loner. Once the buy-ins get a little bigger, even a 5-way split of the winnings could be pretty good money.
    • On the contrary (Score:3, Interesting)

      by fishdan ( 569872 ) *
      The scammers will go where the money is, leaving the local games pure again.
    • by roskakori ( 447739 ) on Wednesday May 02, 2007 @04:29PM (#18962377)

      Let's give people financial incentive to create bigger, better, and less detectable aimbots with the purpose of scamming people.

      This has the very real potential to ruin public servers.

      On the contrary. All cheaters will go to money servers, ruining their day competing with other cheaters while us honest gamers can hang out on now cheater free public servers. We won't get rich, but we'll have a good time. Hooah!
      • Preach on brother!

        I play for fun. I earn my money at a stressful job.
        I come home and play for fun and to de-stress. I actually meet some
        people online in games and it's very community building. Kinda like
        old pickup games at the ball yard or the hoops court.

        Of course, I'm still one of the old timers that still play HL.
        HL2 deathmatch is still insane. CS is always good, but sometimes I just want
        to plink away and not worry about total 'one shot one kill' every time.

        Let the obsessive wankers and professionals pla
    • by xvx ( 624327 )
      This is great for when Valve gets hacked again, instead of them losing all there customers information, they can also lose all their money. I also bet the US Government would love this, the minute some jackass 13 year old kid loses his parents house.
    • by UnRDJ ( 712762 )
      And they chose half-life, the most hacked game in existence.

      Add to that the fact that the newest hacks are almost impossible to detect unless the player is seriously stupid.

      Anyone who takes part in this needs to be slapped up side the head.
  • by wiz31337 ( 154231 ) on Wednesday May 02, 2007 @02:26PM (#18960283)
    I foresee this going in the same direction as online poker for US residents. It will soon be illegal for players to fun their multiplayer accounts with cash using a US bank account.

    Stand by for an amendment to the current port security bill [smh.com.au]
    • It will soon be illegal for players to fun their multiplayer...

      Fund, not fun.

      Sorry, I got caught up in the FP rush.
    • Sure, then they start using "points" to win "prizes"

      Look at the money in Dave and Busters. They have some high end prizes there just for tickets. Sure they have no "cash" value, but I can see some people in counter strike getting enough points to buy that iPod or TV.

      Hell, in a way, there is more money in doing that. You buy points and never give them cash back:P Like those damn gift cards.
      • by twistedsymphony ( 956982 ) on Wednesday May 02, 2007 @03:29PM (#18961249) Homepage
        yup, I used to work in an arcade. the "points" distributed by the redemption machines were worth approximately .5 cents (that's half a cent for those of you who work at Verizon). The machines were programmed to dispense an average of 2.5 cents for every quarter deposited and then the "prices" in the point currency were marked up 100% such that if you paid $10 (2000 points) the arcade was making another $5 on your "purchase".

        This is why redemption machines are so prominent in what's left of the arcades. Some kid who can play Tekken for 5 hours on two quarters because he spends his off-time practicing at home doesn't make arcade operators much money. I suspect applying the redemption methodology to online gaming could be a big money winner for companies if they implement it right.
    • I'm not so sure since this is not really a game of chance and you are not playing against the "house" but other players.
      • Exactly. This is how golf tournaments are organized, and those are legal. It's legal to award prize money based on skill, just not based on luck, unless you're sanctioned by the state.
      • I'm not so sure since this is not really a game of chance and you are not playing against the "house" but other players.

        That may be true, but your argument could also justify why No Limit Hold'em (NLH) shouldn't be a problem either. Poker is not a game of complete chance, there is a lot of skill involved:
        *Knowing how much to bet based on how aggressive the table
        *Knowing how to calculate pot odds
        *Reading the other players based on their bests
        *Knowing what hands to play and how aggressively
        *And so on...

        In games such as No Limit Hold'em (NLH) you are no

        • This is the argument that is being made by those trying to legalize poker, but I don't know how much headway they are making.

          I agree with this argument in terms of poker for the most part (I used to play online a lot), but there is a significant chance element. One of the main factors in the poker craze was seeing some amateur win the big tournament over the world's top pros. I don't think poker would be as popular as it is if the best player always won, but that kind supports the view that poker is gamblin
  • Bots (Score:2, Interesting)

    I don't care about this at all as a gamer.

    As a computer scientist, I'm fascinated by the research potential of creating AI with for-profit motives. It even has some turingtest-esque features. "Did you just get fragged by billy or Stanfords KillBot version 3.2?"
    • So long as you are convinced that the player who just hit the "Let's go!" macro five times in a row, questioned your sexuality, and then pulled off a head shot on a moving target from 500 meters is a real person there is essentially no difference between KillBot 3.2 and Billy.
  • by digitalgiblet ( 530309 ) on Wednesday May 02, 2007 @02:30PM (#18960375) Homepage Journal
    Here's how I would play:

    Find 3 or more players close together.

    Run into the middle of them.

    Detonate grenades killing everyone around (including myself).

    1) I lose $1.

    2) I gain $4.

    3) Profit!!

    *NOTE* Shouting "Leroy Jenkins" is an optional embellishment.
    • That's not a bad strategy in points games, unless you have limited lives of course. I myself tend to find dying while taking out another guy a fair trade.
    • They'd probably have to adjust the amount you win/lose to make it a little more fair. If you do it the way it's described, you only have to kill 1 guy for every time you're killed to break even. In most FPS games, that's extremely easy, especially when you're playing against a lot of people.
      • by Clazzy ( 958719 )
        Well some people will do well and some won't. For one person to get a kill somebody has to die so the worse people won't break even at all.
    • by Anonymous Coward
      "Find 3 or more players close together.

      Run into the middle of them.

      Detonate grenades killing everyone around (including myself).
      "

      I think the Iraqi's have a patent on it.
  • Okay the three posts I see here so far are all negative. As a person who enjoys Half-Life FPS mods (particularly DOD, not so much CS) I love this idea. I don't see how it will ruin any public servers unless they are the servers that are running the contests. And even then, its not terribly expensive and could be fun. The sites that run servers where I play (when I have time) regularly have just for fun tournaments and they are pretty cool.

    I'll admit I don't know what the guy is talking about with the
    • Well what he's saying is that this will inspire the development of undetectable ai bots.  Which in turn will make its way on to the beloved public servers.
      But what concerns me is,  this is just another excuse to never leave the comfort of your computer chair... ever!
      • Finn, I worked on a HL2 mod team for a little while (HL2CTF) and during that time I spent a little while doing research into HL2 cheats. What I found was not surprising, but disappointing: 1) there are a number of very active cheats 2) the communities surrounding these cheats already involve money 3) the anti-cheat mechanisms in place are woefully out-dated (Valve's VAC is not much better or worse then most) 4) reporting and active discovery of these cheats while very possible is not done seriously.

        After
      • by dave562 ( 969951 )
        But if you go to the trouble to develop an undetectable aimbot to use for making money, how many people are you going to give that code to? Would you really make it public so that every script kid and their cousin can run it and by running it, extremely increase the chance that the code will eventually be detected?
        • Maybe not, but I'd sure as hell sell one.
          • by dave562 ( 969951 )
            Which leads one to wonder where more money could be made. Is there more money to be made by using the aimbot to defeat other players in a cash game, or is the money easier to make selling it others?
            • Well, let's see:

              If your typical CS tournament has six players each forking over $3.60 to play with top three receiving a tiered payout, we'll assume first place gets $9.00, second place gets $5.40, and third place gets their money back at $3.60. Assuming the cheat allows you to win every game that's $9.00 a whack. If each tournament lasts an average of 20 minutes, that's $27.00 per hour. If you play for eight hours a day, five days a week, we now have a worthless no-good cheater making $1,080 a week p
    • Just make sure you pay taxes on your winnings.
    • I'll admit I don't know what the guy is talking about with the port security post

      The port security bill banned the funding of off-shore, online gambling. Since this could be considered gambling, if it's not already covered under that bill, it is likely to be amended to include it if it gets enough attention.
      • Gambling is defined as a game where chance and luck plays an important role. Now, find me one FPS enthusiast who will admit that his headshots are purely lucky.
        • by KDR_11k ( 778916 )
          What about the bullet spray? You can minimize it but it's still a factor.
          • It's still no sizable factor. By that logic, you could claim that soccer is a game of luck 'cause it has a few facettes that influence how a ball bounces.
            • by KDR_11k ( 778916 )
              A good "roll" on the bullet spray can net you a headshot and thus an extra kill. Luck doesn't influence it that much at higher skill levels but Poker regulars say the same about their game.
    • People start taking a lot of things more seriously when they lose money on them. Griefing and bots are more than just an irritation when your online account is getting debited on each death.
    • by Higaran ( 835598 )
      These guys aren't FPS hating they are hateing on everyone else that is going to ruin a great idea, like they guys that will set up bot so they can play online and get a high kill count, or they bastards in congress which are going to probably consider this online gambiling and put a stop to it. I for one love the idea, it would add a little satasfaction to a fun way to play, but the level of abuse that its going to endure is going to make regural people who play and would benefit the most, will actually be
  • When I read that headline, I thought the US Army found a new recruitment scheme.
  • by QX-Mat ( 460729 ) on Wednesday May 02, 2007 @02:48PM (#18960689)
    Unlike MMORGs which are controlled almost entirely by server side user agents, first person shooters very vulnerable to cheating.

    There are, even now, dozens of "hacks" that work with counterstrike - the most inventive give on screen itinerary information about players (which you can see through translucent walls) a la Deux Ex!

    Allow me to ramble...

    COD similarly suffers from cheaters. A sponsored (paid!) COD2 player was recently "discovered" cheating after a commercial hack manufacturer had their website's database exposed via a phpbb (iirc?) vulnerability. The happy-hacker was an admin at a gaming forum and compared the email addresses gleened from the site to ones registered on his forum... and tada, one of the biggest names in COD2 was a known cheat user... he even PAID $200 for it. (private cheats are almost always undetected)

    Anti-cheat techniques often fail. VAC (now VAC2) - the Vale AntiCheat plugin - is notorious for being easy to sidle past. Other commercial varients such as Punk Buster either no longer support the games you want to play, or offer only a small degree better detection than the game manufacturer.

    I was on a COD2 server last night, and Punk Buster kicked in doing a check, and the number of players went down from 20 to 3.

    I may be wrong here, but the BF2 patches, compared to the release client, have seriously stepped up the anti-cheat detection. Alt-tabbing out of the game or running background processes on a single processor machine can make BF2 unbreakable as PunkBuster threads kick in to scan the system.

    Most attempts at tracking and hashing memory have failed - there's too much ram on PCs nowadays! Without OS-level write handlers its very hard to track subversive programs. And I'm not even going to mention game-based "hacks" such as enabling the alpha channel on Valve textures (vtf files have a .txt filed associated with enabling this trivial hack!)...

    Then there's always the driver. Seeing as there are so many ogl implementations and extended vendor drivers (ie: NGO drivers for nvidia hardware etc) it would be impossible to market a game that requires signed drivers!

    Lets talk about the UK counter-strike scene for a sec...

    C4U - See For Yourself - were, by all means, a talented clan. However, they fielded two known AND CAUGHT hackers for some time, Kritical, and Willzooo (less the l33tisms in their handles). I went to the UKs biggest lan event a few weeks back, as a gamer, only to find in none other than the counter-strike tournament, Kritical and Willzooo... To make my disgust worst, they were PLAYING for the UKs formost and successful sponsored team - Team Dignitas! http://www.team-dignitas.org/ [team-dignitas.org] - they're sponsored by Intel and Creative, and I can assure you these guys get a monthly salary for playing computer games (not to mention the hardware)...

    So there you have it. Cheating is interlaced within the gaming community, ex-cheaters who have been banned from competitions and ridiculed by the community are forgotten about in only a matter of months, and later find themselves paid to play games.

    There is no incentive not to cheat. It is ludicrous to bet on something where you cannot tell if someone is cheating or not.

      Matt

    http://en.wikipedia.org/wiki/PunkBuster [wikipedia.org]
    http://www.ggl.com/index.php?controller=News&metho d=article&id=4423 [ggl.com]
    http://www.ukterrorist.com/news/wilzooo_hax/ [ukterrorist.com]

    • Interesting comment about BF2. I play BF2142 quite a lot, I dont cheat and I actually have a rather positive kill to death ratio. I therefore assume that noone is cheating in that game.
      I figured EA fixed the cheat problem in the Battlefield series but yeah, HL-based games seem.. well hell, I have not played them in a million years.
    • by dave1g ( 680091 )
      There is a rather simple and very strong solution. You make video games bootable DVDs (at least for tournament play). They build in the vendor supplied drivers,the needed directx/windows crap or linux/opengl crap. You have a game as OS type system that is much harder to hack cus the system simply cant run anything else. The programs themselves could be tampered with, but the server could request a hashes of certain portions of the program or what not. Much more secure than todays stuff, though still proba
      • Look at consoles, they have locked software and built in hardware security and you can still cheat!

        For some people the game is beating the anti-cheating software not playing the original game and they will always beat any system.

        It would be fairly easy to create a physical robot aim-bot (either video camera and mechanical fingers, or more likely hard-wired into the SVGA+PS2 ports).

        Anything short of physical torments on stock machines is going to allow aim-bots, and even then you have drugs, intimidation, an
        • by dave1g ( 680091 )
          While the system may not be perfect, consoles games are still less "cheatable" than pc games so their methods should be used.
    • On a positive note, pwning cheaters is very satisfying. (if you know they cheat)

      Unlike MMORGs which are controlled almost entirely by server side user agents, first person shooters very vulnerable to cheating.

      Why not control first-person shooters server-side too? Sounds like a question of:
      -not sending information the player could not know
      -not allowing the player to determine any physics, except the user inputs.
      I do not know what this means for quality of play on an bad/less then good connections though. (btw i hate how some first-person shooters dont have a maximum rotation rate of vision, it is silly)

  • So now everyones so afraid of losing money they all buy AWMs and camp the spawn points. First one to pop their head up dies..

    CS players don't need encouragement to camp, they are already camper than Graham Norton in a gay bar.
  • by Tarlus ( 1000874 )
    +$1 for a frag, -$1 for a death?
    Hardcore.
  • Better idea: (Score:5, Insightful)

    by zyl0x ( 987342 ) on Wednesday May 02, 2007 @03:09PM (#18960985)
    Enter some paintball tourneys. You like playing an FPS? Paintball is the ultimate FPS thrill. They pay out lots of money and you can actually use it for REAL equipment that you keep from game to game. Not to mention actual, physical exercise. Good times. :)
    • by Acer500 ( 846698 )

      Enter some paintball tourneys. You like playing an FPS? Paintball is the ultimate FPS thrill.

      Good advice :) Oddly enough, I don't like FPS but I'd like to play Paintball on a regular basis. I've only played against my co-workers so far and I've done far better than in FPSs :) plus yes, you get to exercise. We played in one of very few paintball places in my country, and we rented the equipment, is good equipment as expensive as I've heard it is? What I did find expensive was ammo, I was forced to save it :(

      • by zyl0x ( 987342 )
        With markers (jargon for paintball guns), you get what you pay for. But even the cheap markers will last you a while if you take care of them. Aside from some cleaning and maintainence accessories, the only costs you really have to worry about are paint and CO2. CO2 is super cheap, and the paint ranges in price. More expensive paint will shoot straighter, has less of a chance of exploding in your gun, and more of a chance of exploding when it hits a target.

        Depending on where you play, you can usually get

    • I am a decent FPS player but a middling paint-ball player. My style in both is to run out with guns a blazin'. Works OK for FPS, but not for paint-ball.
      The other problem I have with paint-ball is the cost to play at a range since they make you buy their ammo. Ouch! I'd play privately but I dont have 20 male friends with guns.
    • Not to mention actual, physical exercise.


      Exercise! Great now I have to quit paintball. Thanks alot!
      • nah, you can get a decent barrel and sit on a corner of the field, pecking at people across the field. Won't have to move an inch!
  • I got filthy rich by running away from home with the kid from "The Wonder Years" and the singer from Rilo Kiley, and not saying much. You can too! [wikipedia.org]
  • Better way (Score:4, Funny)

    by UbuntuDupe ( 970646 ) * on Wednesday May 02, 2007 @03:14PM (#18961039) Journal
    There's a much more direct way to make money off of FPS skills.

    1) Be female and sort of good looking.
    2) Be sort of good at a popular multiplayer FPS.
    3) Get boatloads of sponsorship to play in tournaments.
    4) Profit!

    (No, there is no step between 3 and 4.)
  • No thanks... (Score:3, Informative)

    by HerculesMO ( 693085 ) on Wednesday May 02, 2007 @03:23PM (#18961167)
    At first I was tempted, doing very well in a private CS:S server on a daily (or almost) basis. I am pretty good at the game, I know the hiding spots and I use a bit of common sense. Being good with my 'twitch' skills doesn't hurt either.

    However with that said.... cheaters are abounds in CS:S. Wall hacks, aimbots, etc. With an online tournament there are far too high risks of cheating. People won't use aimbots but they will wall hack, and just use that to avoid dying, rather than racking up the kills (if they are smart). You can be smart and not get detected, people just chalk it up to your being 'good', but in fact I know so many players who people think are just 'good' that have later been banned with VAC after they clamped down on the cheaters.

    Anyway, until they can guarantee cheaters to not play, then I have no interest in playing. So I guess I'll never be playing.
  • CS games are already slow enough. I would hate to see how bad they were with some kid hiding out because he doesn't want to lose a buck. I bet you would learn all the lame camping spots fairly quickly though. Plus, CS isn't 100% hack free.
  • Old concept (Score:4, Insightful)

    by Krommenaas ( 726204 ) on Wednesday May 02, 2007 @04:07PM (#18961965) Homepage
    This concept has been tried many times before by various companies, e.g. mplayer.com back in 2000, UltimateArena.com in 2003, PaycheckArena.com just last year. It never worked and it never will, for the simple reason that FPS games are highly skill-dependent - the random factor is very low and the better player wins 95% of the time. Some people try it, but the below average players soon realise they don't have any chance to win money and quit, thus raising the average difficulty until noone is left. This as opposed to poker, where the outcome of any single tournament is highly random and anyone with half a clue can win sometimes, leaving everyone convinced that they too have a chance of winning.
    • Very good point.

      In poker, on any given day, an average player can beat the best player in the world. Online poker also had a several year run of fresh meat due to all the TV shows and media attention. Many players dropped out, but there was even more to replace them. I have heard it said that at poker to be profitable you don't have to be the best player at any given table, you only have to be better than a couple of the other players.

      I have heard this argument before about why you will never see large buy-
    • Maybe a ranking system would fix this. If users are attached to a name, credit card and/or billing address their identity can be fairly well tracked forcing their rank to be attached to their real identity. A couple of measures could be taken to ensure low skill players still have fun.

      1. Players can only make money in games 'ranked' at their level or higher and can only lose money in games lower than their rank. They can join a low rank game just to make people suffer, but it will cost them in the end.

      2. Li
      • In such a system, high-skilled players will deliberately lose some games to stay in a category that is easy for them. They'll win exactly the highest amount of games that they can win without being promoted.
      • Re: (Score:2, Insightful)

        by MMaestro ( 585010 )
        1. A ranked system is pointless. Sooner or later, all the "skilled" players will form their own groups (read: clans) and move onto bigger leagues with better prizes. The non-skilled players will eventually go back to public servers when they realize they're barely/if at all breaking even. Griefers (or people who join lower ranked games for fun) will quit as well. You can do the same thing on public servers right now.

        2. Players who are on a streak are often times dependent on whos on the server and how the t

  • Title... (Score:2, Funny)

    by Elsan ( 914644 )
    The title should've been "PWNZ PPLZ 4 MUNEY$" so more FPS players would've been interested.
  • It won't work, I'll tell you why: People who lose money more than they make, will stop playing after a while. There will be some kind of Darwinian selection where only the most skilled players will be left playing. Then of course, the less skilled of the more skilled players will stop playing until only the top notch, professional "fatality-like" players will be left.

    When that happens, even the top players will on average lose more money than they make, since the playing field should be somewhat balanced (W
    • People lose more than they make when gambling.

      I guess that's why Vegas turned to dust long ago.
      • by had3l ( 814482 )
        In gambling "you can keep the less skilled players playing since they know there is a lucky chance that they might win." You have no chance to win against a fps player that's way more skilled than you.
    • by Endo13 ( 1000782 )
      I think you're mostly right except for your implication that CS is based 100% on skill like Quake and UT are. It is not. IMO this is why it has been so popular for so long. Any noob can hop in a large server full of people and have a chance at killing anyone else, even the very best players. (Assuming friendly fire is turned on of course. :P )
      • by had3l ( 814482 )
        Sure, they might kill sometimes, but they won't get more kills than deaths, specially with all the good players around trying to get money from the system. I never seen a real noob do well playing against experts...

        Even in UT or Quake, you can be a noob, get quad damage and somehow manage to kill a good player who had his back on you. Every game has a *bit* of luck involved, but the chances of a noob getting lucky every single round is astronomical.
        • by Endo13 ( 1000782 )

          Sure, they might kill sometimes, but they won't get more kills than deaths, specially with all the good players around trying to get money from the system. I never seen a real noob do well playing against experts...

          Which is why I said you were "mostly right" except for that one small implication. Meaning I agreed with 99.9% of your post. ;)

          Even in UT or Quake, you can be a noob, get quad damage and somehow manage to kill a good player who had his back on you. Every game has a *bit* of luck involved, but the chances of a noob getting lucky every single round is astronomical.

          Here I have to disagree, quite strongly. I'm slightly above-average at UT, meaning I can join a public server and usually be at or near the top. If I were to go 1 vs 1 against the worst players on these servers, they would never get a single frag off me. Not one. But then someone else joins the server who totally blows me away. I can't kill him, even once. And then there's the nex

  • Blood Toll [bloodtoll.com] tried this. A neat idea. They use the Cube game engine with a java 'lobby' that doubles as an anti-cheat tool. Been in early testing stages for a while, doubt it will come to fruition with the current engine but it has potential as an idea.
  • Oh, the humanity! (Score:3, Interesting)

    by Cervantes ( 612861 ) on Wednesday May 02, 2007 @07:01PM (#18964809) Journal
    I enjoy fragging some chump as much as anyone else, but if they lost money every time I got a good shot in, I'd actually start to feel bad after a few shots.

    Quick story: A few years ago, was playing Quake 3, Weapons Factory Arena mod, at a friends place. I discovered that when you turned on Player Name Labels, if you passed your crosshairs over an area that you could shoot through but couldn't see through (like a curtain over a window), the player name would pop up when you went over them, even though you couldn't actually see them.
    So, I did what any good sniper would do. I found a hole to hide in, pointed my gun at the window, and waited for labels to start popping up. A few shots later I had the exact height for headshots.
    Some chucklehead started running in there. I shot him. He ran back. I shot him again. He tried to sneak back in. I shot him again. All headshots. He started doing nothing but running from the spawn point to this room, trying to find a way to avoid me. He'd duck, he'd run back and forth, he'd bunnyjump. All the while he was cursing me, accusing me of cheating, and going completely rabid and foamy-mouth. I must have headshotted him 50 times before the timer ran out.
    I thought it was hilarious. I'd found a small ... glitch... (not a hack, not really a cheat, just a bit of a glitch), expected to only use it once or twice before people clued in and stayed out of that room, and instead I got this chump (or chumpette) who just went batty that I kept headshotting them when I couldn't see them. I laughed my ass off, so did my friend, so did most of the other people playing.
    Now, if he lost a buck every time I nailed him... I'd really feel bad. Sure, it's his fault, but still, $50 lost and you don't understand how you lost it? That would suck.

    Also brings to mind the old Descent days. We used to play v1 multiplayer in the university LAN. It was awesome 8 of us rippin it up. Thanks to my ability to think 3D (vs most of the other guys who all thought in terms of "flat"), I was the resident sniper, hanging nose down over doorways with homing missiles ready, jumping out of pits or corners in the ceiling, and of course, hiding out while they all fought, and then wiping out the winner. :)
    All perfectly acceptable in a winner-take-all game for fun. But if I mega-missile someone up the ass because they went blasting through a doorway without looking, and then nail everyone who comes for their loot, and then nail the respawns who come looking for a powerup... well, it just doesn't sound as fun when there's serious money to be lost for everyone.

    We've all had those days when we just can't accept that we're losing, and we have to keep trying (I did that yesterday in WoW... stupid spider queen). And while that's all fine when it's for fun, or when there's a 1-time bet on it... if you suddenly have a crappy night and are $200 in the hole because of it... I just wouldn't want to be the cause of that. Whether they deserved it or not.
  • Good lord, I so wish someone had done this for quake 2 / 3 back when I was playing seriously =)

  • Ask anybody. If you're playing a game like CS the best way to tell if someone is cheating is to get in their head. That means getting into a first person camera view of what they're doing -- how they move, their aim, their reaction times, etc.

    99% of the time you'll be able to tell if someone is a cheater. Usually that's because they have a tell-tale sign. Maybe they seemed to just know someone was coming around a blind spot every time. Maybe you aren't totally sure they're cheating but then you see that they have a reaction time that seems instant. No human has an instant reaction time. In fact, it's usually measured in hundreds of milliseconds, and certainly not tens.

    Often you can tell because the person has absolutely amazing aim and yet their normal mouse movements when there's nobody or nothing to aim at are erratic and disorganized. And on top of that these people usually have trouble navigating the tougher terrain and jumps in an FPS... which is weird because they have incredible hand-eye for aim but not so for jumps. This is almost NEVER the case for a truly skilled player. Their jumps and other forms of acrobatics are usually spot on.

    The thing is, it's usually not just one sign. It's a bunch of them together that tell you to watch somebody with a lot more scrutiny. Often you'll reach a consensus amongst the other players and then the suspected cheater will be booted or banned.

    And of course on the other side of this coin is the fact that most players can recognize real skill.

    Does this stop 100% of cheaters? No... but it really does stop the majority. Sometimes it hurts non-cheaters who are really just very skilled. I'm not bragging, but I've been booted for cheating several times when I wasn't cheating. But that's usually when I go to a new server and nobody knows who I am. Which is where reputation comes into play. Once a server community gets to know you they remember you and know you're skilled. Of course, even then sometimes they boot you. But then we're not talking about cheating anymore, we're talking about jealousy and envy, and that's a different thing entirely.

    TLF
  • I finally got my games verified after many attempts and made my way into a CS:S team deathmatch game. Was pinging about 150-300 according to the netgraph, with anywhere from 7-40tic. All players in the server were complaining about the same issues. With players teleporting and the constant rubber-banding it was really just like gambling. Just spray and pray and hope you get lucky. They aren't going to make a penny unless they HUGELY increase server performance. They are going to need constant 100tic servers
  • Have you guys checked out PurePressure.com [purepressure.com]? They're running similar cash/prize tournaments for unreal tournament and CS:S, which run completely online on really high quality servers.
  • As an admin of a public CS:S server I have to say I think this is a terrible idea. We already see too many problems such as "team-stacking" because of so many players who care too much about their k/d ratio. Imagine if actual money was on the line. Every current issue the game has would effectively be exacerbated on orders of magnitude. The huge majority of CS players just aren't mature enough for something like this.

One man's constant is another man's variable. -- A.J. Perlis

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