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Multiplayer Game Cheating

Washizu writes: "Ensemble Studios programmer Matt Pritchard, who worked on both Age of Empires, and Age of Empires 2: The Age of Kings, has written an article for Gamasutra, the online game developer magazine, on multiplayer game cheating methods and prevention." A lot to say here about human nature. A lot of it applies to virtually any form of online human interaction: from games to, yes, even Slashdot's message boards. A very worthwhile read.

247 comments

  1. This is a very insightful article by Shoeboy · · Score: 5

    I for one deplore cheating on online games. For shame. I'd write more, but I've got to go log on with my other account and moderate this post up.
    --Shoeboy

  2. use of hacker by Anonymous Coward · · Score: 1

    So now tell me... is this a wrong use of the word hacker again? It seems to me that cracker should have been used. Or is everyone bored with that argument by now?

    1. Re: use of hacker by The+Rizz · · Score: 1
      is this a wrong use of the word hacker again

      Actually, hacker is the correct word for this situation, as the article does say that this sort of thing is done by both hackers and cheaters. The author doesn't use the word "cracker" for cheaters, but does make the distinction.

      Also, hacker is appropriate because the author at a few points tells about people doing it just to prove it can be done - even going as far as calling up the developers and telling them how they did it.

  3. Doesn't this look like.. by fonebone · · Score: 1

    This article reads a lot like the paper on hacker mentality that was just posted, doesn't it?

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    when the rain comes, they run and hide their heads. they might as well be dead.
  4. But I wana cheat! by slashdoter · · Score: 3

    I think that some times a little chitting can add to a game, come on how many can say that you haven't got home from work and entered "it is a good day to die" in to the chat Window of Warcraft II and send a Peon out to kill the dark armys of the humans? Helps with the stress and it can add a little to the game.

    --
    Does anyone actually have a Java program designed to control air traffic, or for the operation of a nuclear facility?
    1. Re:But I wana cheat! by extar-bags · · Score: 1
      Yes, but the focus of the paper is not the choice one person makes to make the game easier for himself, but the choice a person makes to underhandedly advance himself over others.

      If you or I want to type "it is a good day to die" in WII to make it easy and funny, that's fine. The problem is when a 1337 hax0r decides that starcraft is more fun when, for example, one drone is invincible and destroys the other guy's whole camp. (that's an actual bug, by the way.)

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      "Rock over London... Rock on Chicago..." -Wesley Willis

    2. Re:But I wana cheat! by slashdoter · · Score: 1

      You are right, I should have added "there is a time and place for cheating." another thing that I forgot is that Warcraft II will only let you cheat in Single player mode, if you type "it is a good day to die in the chat window during online play the only thing that will happen is that the other players will think that you like Star Trek to much. I did like the option to allow cheats to be included on the game creation menu, so if after a hard game we could kill lots of shit before going to bed for the night, some times you just need to do that.

      --
      Does anyone actually have a Java program designed to control air traffic, or for the operation of a nuclear facility?
    3. Re:But I wana cheat! by Ketzer · · Score: 1

      If you read the article, he pretty much dismisses single player cheating with one sentence. He concludes that if cheating makes you enjoy playing the game by yourself more, then who cares? More power to ya.

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      It seems to be pretty common amongst /. to pick on people for bad spelling or grammar. So oh the irony that you named yourself "slashdoter." (which should be spelled "slashdotter"

    4. Re:But I wana cheat! by ShrikeDOA · · Score: 1
      It seems to be pretty common amongst /. to pick on people for bad spelling or grammar. So oh the irony that you named yourself "slashdoter." (which should be spelled "slashdotter"

      Then again it may just be that he REALLY likes /., to the point where he dotes upon it. ;)

      --

      You are not a beautiful and unique snowflake.
    5. Re:But I wana cheat! by Ketzer · · Score: 1

      Then again it may just be that he REALLY likes /., to the point where he dotes upon it. ;)

      Ah, but that would be "slashdotdoter"

      "slashdoter" would be someone who dotes on slashes. My guess would be a person overly fond of knives. Probably not a good thing.

    6. Re:But I wana cheat! by slashdoter · · Score: 1

      I think it was to late to think

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      Does anyone actually have a Java program designed to control air traffic, or for the operation of a nuclear facility?
  5. You know... by TheReverand · · Score: 4
    This is obviously a result of our declining values in this country. For some reason everyone feels the need to get something for nothing, whether it's software, music, or a level 14 fire spell. Kids today don't want to recognize the value of spending weeks walking around in circles and killing the same 6 monsters in order to advance 1 level. If you ask me "open source" and "Free Software" is part of the problem. HighSchoolers seem to think that free software means no rules and no consequences.

    If I went into a job interview and took the previous persons resume in with me how far would that get me? That's about the same thing as cheating in video games.

    These kids better wise up before they get smacked by the real word.

    1. Re:You know... by donutello · · Score: 2

      This is a result of the radical isolation and harassment of geeks who felt like outsider in a neo-apocalyptic Columbine-esque highschool.

      --
      Mmmm.. Donuts
    2. Re:You know... by pingflood · · Score: 1
      I doubt these kids are going to wise up, if you consider today's school system, where it appears that the students have some supposedly inalienable rights to certain grades and passing tests. But hey, they're all being geared to become non-achieving little government serfs; easier to deal with a population that's content with a little help and money here and there, and will never question Big Brother.

      -pf

    3. Re:You know... by Ralph+Wiggam · · Score: 3

      A guy interviewed at the company I work for about 6 months ago. On his resume, he put down the programming work he had done on a Diablo cheat. At least one other company offered him a job, because he took that one for more money.

      Remember kids, cheating does pay off. Just be good at it.

      -B

    4. Re:You know... by Mr.+Mikey · · Score: 1

      Actually, given our current "Profit Uber Alles" business mindset, cheaters could be seen as "go-getters" and "on the ball."

      "open source" and "Free Software" is part of the problem? People using their creativity for the benefit of themselves and others is a problem? Did you really mean to say that? Somehow, I get the feeling that your exposure to highschoolers is...... limited.

      --
      wants to be the first monkey to touch the monolith
    5. Re:You know... by TheReverand · · Score: 1

      Actually I said the misunderstanding of those things was the problem. These kids are confusing Free (as in beer) with free (as in speech). Most cheating is not creative, it's using someone elses hacks and scripts A LA scriptkiddiez. The people who write mods and things are talented usually, but the guy poking memory bits trying to find the bit for "infinite BFG bullets" (or whatever the current cool multiplayer game is) is jsut trying to find a way to win at all costs.

    6. Re:You know... by jallen02 · · Score: 2

      This is ripe for trolling/flaming.. :-)

      However I will make an intelligible reply.

      I believe you are correct about declining values in 'this' country, we will just go ahead and assume America since mostly only Americans talk about "this" country and expect everyone else to know who it is :).

      I do NOT think Free Software is the 'problem' I think parents are the problem.

      Free Software and the belief that Music and such should be Free and the prolific use of Napster/gnutella I believe is a result of bad parenting.. Something is causing a decay of sorts and its not really the fact that its the things are available. They have always been available but the fact that it is more readily and easily avaialable due to advances in technology and the *DEMAND* for such things indicates more along my line of reasoning, it is the parents.

      All things you think and say are learned expect for some very basic instinctual things such as breathing and eating.

      This means of people have no morals then they are just not being taught them.

      The mp3's and Free software are not a cause...

      Yes.. Welcome to the *real* world. Where these young people NEVER wise up and they will teach even less to their own children. Maybe the instigators of Moral value(parents) need to wise up before reality hits them ehh?

      Jeremy


      If you think education is expensive, try ignornace

    7. Re:You know... by dolanh · · Score: 3

      I'm sorry, but I have a hard time hearing the "declining moral values" argument and taking it seriously.

      People have been complaining about declining values for centuries, and yet our society has not imploded. It's not difficult to find accounts of Europeans visiting the nascent colonies in the 18th century and complaining of the lack of values found in the US. In theory, then, if values have been continuously declining, then shouldn't they have bottomed out at some point?

      Values haven't declined at all per se. What has declined is the possibilty of "upstanding people" keeping seperated from those "with no values" in a place as open as the internet. What has declined is accountability, as you (I think) pointed out, and as the article highlights.

      People are inherently no better or worse value-wise than they ever have been. It's simply that the rules of engagement have changed, and now they favor freeloading. I'm all for doing something to change the rules, as long as nobody bitches about "declining values".

    8. Re:You know... by Salant · · Score: 1

      Be careful you may have taken zdnet or cnn's next story. They may sue you for being beating them to thinking of some IP.

    9. Re:You know... by wrenkin · · Score: 2

      lmao. Speaking as a high schooler (and one who, sadly, seems to be among the minority laughing while reading this post), I really can't take this seriously. I love these kind of trolls.

      Where are you getting this from? First hand experience? I'm sure that if you were a little more clear, I would take you a little more seriously (And please, Kids, or High-Schoolers. Pick ONE). There is an obvious separation between a random kid off the street, and your capable SoftIce user reverse-engineering a game. Most 'kids' don't cheat. Most cheaters I know tend to be Windows and Mac users downloading an executable, and blindly clicking. And most cheaters I know have grown out of it, just as they've grown out of flooding the hopeless goofs on #eggchat. Kids will be Kids, no matter what decade they're growing up in.

      Yes, new technology is cool, (or k3w1, if you're a 'kid') but you overestimate the impact of free software on the country. Linux is great, but it's impact on (I'm guessing, due to your wonderfly savant tone) american teenage society? Go buy a Britney Spears CD. I somehow Richard Stallman is driving her 'Crazy'

      --
      -- "Is this death or is this Ohio?"
    10. Re:You know... by haystor · · Score: 1
      I realize your message is at humor, but I think its not too far off.

      My personal opinion is that cheater are the geek equivalent of a bully. They are not looking for a fair fight. They are just looking to beat people up.

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      t
    11. Re:You know... by John+Jorsett · · Score: 1

      It's not difficult to find accounts of Europeans visiting the nascent colonies in the 18th century and complaining of the lack of values found in the US.

      Hell, it's not tough to find that here on SlashDot. Rarely a day goes by without a Brit taking the U.S. to task for its failings in some area or other. Must be frustration over their government not trusting them with firearms :-).

    12. Re:You know... by Ig0r · · Score: 1

      The funny thing about 'winning at all costs' is that the user doesn't actually ever really win if they cheat. They just prove that they're too lazy or inept to actually win the right way.

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      --
      Soma: because a gramme is better than a damn.
    13. Re:You know... by jallen02 · · Score: 1

      How is that offtopic? It is no more off topic than my parent post. Blow some moderation on my post while yer at it I mean it is talking about *cheating* and the article basically generalized cheating as a discussion forum. Some of the time moderation pisses me off.


      If you think education is expensive, try ignornace

    14. Re:You know... by Mr.+Neutron · · Score: 1
      I wrote the "casti-cheat" for the Red Dwarf Arturian holo-game.

      I have yet to get a job offer.

      --
      "How many six year olds does it take to design software?"

      --
      dinner: it's what's for beer
    15. Re:You know... by kevinank · · Score: 1

      I spent a couple of hours mulling over the ideas in the article, but after all I'm not so sure the author was right.

      His responses to cheating were almost entirely technological, but the problem he describes is sociological. At best the solutions written about are patches -- go steal some other car; this one has a car alarm.

      Social responsibility comes from identity and accountability. To make a truly enjoyable game I think there is little choice but to develop a sense of community among the game players. Establish identity at the outset, make it expensive to create new identities, and track notoriety, as reported by other players who have reviewed the game log after it is complete.

      --
      LibBT: BitTorrent for C - small - fast - clean (Now Versio
    16. Re:You know... by The+Optimizer · · Score: 1

      You need to consider who I was writing the article for... other Game Developers. The social aspects are something beyond the control of the developer. One the other hand, release a multiplayer game that is easy to hack, and you have a disaster (fiscal/reputation/etc) for the developer.

      Heck... Look at eBay and their feedback system. As much as they have worked at it, there still are problem users who mess with the system.

      -Matt Prichard

    17. Re:You know... by dolanh · · Score: 1

      >Moral values aren't declining?? WTF! Where have you been? Go outside and look around.

      Sure -- i'll find pretty civilized, well off people here in silicon valley. I'm sure you'd tell me i could go look in East Palo Alto to find "declined" moral values.

      Why is it that the "moral majority" takes this whole moral decline bullshit as fact? Rich people aren't any less "morally bankrupt" than poor people, they just have fewer temptations and more to lose by messing with societal norms.

      So, when did this "decline" begin..?

  6. the only real deterent to cheating is cheating. by garcia · · Score: 3

    when you use any sort of game cheat for so long it just isn't even fun to play anymore. You have such an unfair advantage that if you actually are enjoying it, you really need to take a look at yourself and consider getting professional help. Computer games that are played online are NOT real. You are NOT cool when you win. I think that gamers that cheat to win sucked at everything they did (inside or outside of the Internet) and they feel this need to fix that (something like the fathers that scream at the kids to kick ass in some such sport or get all fired up on bad calls because they are living their non-existant sports career out in their kids).

    Anyway, like I said, after a while it just isn't fun anymore. Until someone starts cheating a lot they will always have this desire to do it (to see what it was like). It is nothing special. Get over it :)

    Just my worthless .02

    1. Re:the only real deterent to cheating is cheating. by ODiV · · Score: 1

      And you'd think that the idiots would give up posting crap to /. too... but they don't.

      Or maybe they do, but there's enough new ones to fill any apparent lack of crap.

      It's the same thing with cheaters. There are enough newcomers to fill the gap.

    2. Re:the only real deterent to cheating is cheating. by garcia · · Score: 1

      yeah, I don't care that they do it (in Q1) I can *normally* kill them. Unless they have a 30 ping :) I was just saying taht the only way to get it out of your system is to do it.

    3. Re:the only real deterent to cheating is cheating. by tooth · · Score: 1
      when you use any sort of game cheat for so long it just isn't even fun to play anymore

      I don't know. I agree it's not fun when it gives you an unfair advantage over others, then yes it is boring.

      But I have very fond memories of a Doom II patch that someone got for us. It let you fire the double barrel shotgun VERY fast with unlimited ammo.

      This was great, as we all had this insane gun, made for REALLY fast gaming action. Turn the game speed up 250% and you've got an insane frag-fest. Things just happend so quickly. Try it sometime, really gets the blood pumping :)

      No-one ever camped, because that got boring real fast. The players worked out what you were doing and just didn't go there, and the trick was to keep moving, you got so many more frags going to them rather than sitting back and waiting!

    4. Re:the only real deterent to cheating is cheating. by ODiV · · Score: 1

      I was referring more to the obvious spam that is repeated over and over.

      The Jenna Elfman stuff that's been appearing recently. The Goatse.cx stuff. The Magenta syringe guy (haven't seen him in awhile though). The people who post stories.

      You're right though, I do post crap occasionaly. The crap I post is usually topical (I try) and is probably posted because I'm bored at work. On a boring day I'm on /. so often that I just write up my instant reaction and then post it. I really should try to post after I've thought about it for a bit.

      Too bad you didn't log in. Afraid we might see what crap you've been posting lately?

    5. Re:the only real deterent to cheating is cheating. by beleriand · · Score: 1

      Yeah, but this is called a Mod, not a cheat.

    6. Re:the only real deterent to cheating is cheating. by tooth · · Score: 1

      Yeah, whoops. Good point :)

  7. It's happened to me before... by DragonMagic · · Score: 1

    I once went onto Battle.net to play FFA StarCraft. One time, I went in to play against two others who "didn't know each other" and two computer opponents. I went easily after the computers, but found out halfway through the rest why the other two opponents seemed to be very strong.

    Out of the blue, I saw a message on the chat giving away one of the people's positions and needing help. They had been duping me up to that point about being part of a FFA, but knew each other and were planning on "winning" by knocking me out of the game, and then claiming that one of them won.

    I still cannot understand the mentality of cheating to win. To me, you can't really win against someone if you take a severe handicap to do so. Cheating, whether through codes, fraud, trainers or the like, does no good. Sure, you can win more often, but is that win really worth anything?
    Dragon Magic

    --

    Human nature is the same everywhere; the modes only are different. -- Earl of Chesterfield
    1. Re:It's happened to me before... by B'Trey · · Score: 2

      In large part, that depends upon how you define "win". Your definition (and mine) involves meeting a specific objective by using a set procedure. IOW, following the rules is inherent in the very definition. To a lot of people, the word win seems to mean something like "humiliate the other person as much as possible by any means necessary." To their way of thinking, "cheating" is merely creative strategy. The fact that they were "smart" enough to cheat and you weren't is just more proof of their superiority.

      --

      "The legitimate powers of government extend only to such acts as are injurious to others." Thomas Jefferson.

    2. Re:It's happened to me before... by Hentai · · Score: 1

      Bleh. It's not about winning, it's about making the other guy lose. Winning is TOTALLY irrelevant to making some other guy so pissed off that he stops playing - or, if you can get away with it in the real world, so helpless and despondent that he kills himself. Spend 2 days in kindergarten if you don't believe this is the default mentality of humankind.

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      -Hentai [in vita non pacem est]
  8. Bolo was the bomb by Eharley · · Score: 1

    All the Mac users out there must remember the classic tank game, Bolo.
    It had so many cheating checks built into the game. It was impossible! Every player had to have the same major version of the game so that every player could keep tabs on every other player.
    I'm sure that once you get to 64 way Half Life games, the network traffic generated by checking to see if a given player is moving too fast is unwieldly.

    1. Re:Bolo was the bomb by enkidu · · Score: 1
      Bolo was the greatest! I never tried any cheats and I never heard of anyone cheating. I wasted a fair amount of my time at school playing Bolo with other Mac users on campus. For a 2d game, you could get pretty complex defensive and offensive tactics going. Great game. Anybody know if it is still around? Does it still run on MacOS 9+?

      Of course, for head-to-head twitch gaming, Armor Alley (aka Rescue Raiders) was good for quick games. I finally had to erase it off my disk to graduate.

      Daniel

      There is no trap so deadly as the trap you set for yourself

      --

      There is no trap so deadly as the trap you set for yourself
      -Raymond Chandler, The Long Goodbye
    2. Re:Bolo was the bomb by flink · · Score: 1

      Bolo was the most fun multiplayer game I've ever played. I really wish the author of the game was more open to pporting/cloning it. I haven't played it since I left the high school Mac lab behind.

    3. Re:Bolo was the bomb by flyingV · · Score: 1

      Bolo was quite a nifty game, although I don't know if it's being developed anymore. One could also program different AI into the tanks and bots, if I remember, and anyone with a copy of ResEdit on hand could have megafun :) I often wondered if anyone had successfully managed to port Bolo to other platforms, but I did a few searches and never managed to find anything. Maybe I'll come up with a Bolo clone for UNIX one day :p

    4. Re:Bolo was the bomb by Eharley · · Score: 1

      A quick search on the Internet reveals that Stuart Cheshire is still distributing Bolo, but no word of him actively developing it.

      http://rescomp.stanford.edu/~cheshire/

      I'm not sure if Bolo could be ported to other platforms. The game really relies on AppleTalk.

    5. Re:Bolo was the bomb by Rennsport · · Score: 1

      There is a Bolo client for windows, A mirror image of the Mac client.

    6. Re:Bolo was the bomb by bigdan · · Score: 2

      Yes indeedy there is.

      The Windows port of Bolo is called WinBolo and can be downloaded from the author's website.

      There is also a Linux dedicated server available from the same page. A Linux client port is being worked on by the same guy (using GTK and SDL) and should be available sometime in the next few months.

      --
      .sig? .sig!
  9. Multi Charachter cheating by Tairan · · Score: 1

    Cheating does not always apply to having more charachters who get goodies and transfer them between each other. What about the people who create female charachters, in hopes of getting some guy to give them that level 14 sword of invulnerability? In my eyes, these are some of the worste.
    Some people are too lazy (or dont know how / dont know how to effectively play) RPGs, and HAVE to cheat. This does not make it right, but people cheat at ANYTHING. All of us have cheated in some way, sometime in out lives.. wrote that one word you could never spell onto your desk minutes before the spelling test.. took advantage of the money cheat in ROM 2.1, or even clocked in 30 minutes earlier than you should have. The people who always cheat in RPGs jsut bug everyone else out. In one mud I play, one person convinced other mudders to give her over 475 gold (in this mud, if you have 100 gold, you are very very wealthy) and she was level 4! The girl wasnt even 'strong' enough to leave the first town / level. That is what I hate..

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    /. is a commercial entity. goto slashdot.com
    1. Re:Multi Charachter cheating by pingflood · · Score: 1
      The examples you mentioned with people playing female characters in order to get extra goodies from guys, and the player begging for money left and right aren't really good examples of cheating, IMHO. It's just taking advantage of gullible/ignorant/clueless/nice players.

      -pf

    2. Re:Multi Charachter cheating by Mniot · · Score: 1

      What about the people who create female charachters, in hopes of getting some guy to give them that level 14 sword of invulnerability?

      What about it? That seems like good role-playing to me. Unless the RPG you're playing has a rule "No giving items to people who claim they're female". I mean, cheating is breaking the rules. That's just playing the game. If someone gets the violin playing award because they're better than you, that's not cheating, right?
      Far worse than cheating, I think, is people whining about cheaters. Diablo was FULL of cheaters. It was amazing. And yet somehow, people still managed to have a good time.

    3. Re:Multi Charachter cheating by Sloppy · · Score: 1

      What about the people who create female charachters, in hopes of getting some guy to give them that level 14 sword of invulnerability? In my eyes, these are some of the worste.

      Who is the worst? Do you mean the female character, or the one-handed-typer who gave her the magic sword?


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      As copyright owner of this comment, I authorize everyone to defeat any technological measure which limits access to it.
    4. Re:Multi Charachter cheating by UnknownSoldier · · Score: 1

      > people playing female characters in order to get extra goodies from guys, and the player begging for money left and right

      I agree, that's just "social engineering"

  10. Game Cheaters As Resource? by Mr.+Mikey · · Score: 3

    One thing that impressed me about the article was the ingenuity of cheaters (the ones who actually create the cheats, not the lamers who just download and use them). The Doom/Quake franchise managed to, in some sense, harness that creativity by allowing people to create their own game modifications.

    How could the creativity of cheaters be harnessed in other ways, without ruining the game for non-cheaters? Maybe create games where you design in-game ships or weapons by writing some sort of psuedo-code ?

    --
    wants to be the first monkey to touch the monolith
    1. Re:Game Cheaters As Resource? by Hentai · · Score: 2

      Doesn't really work; games like Battletech/Mechwarrior were based around this concept, and cheating in them is rampant. The primary problem is that 99% of the 'PK-ers', 'cheaters' and 'hackers' aren't out to make themselves better - they're out to make everyone else WORSE. It's just another form of bullying, and it's done precisely BECAUSE people don't like it.

      --
      -Hentai [in vita non pacem est]
    2. Re:Game Cheaters As Resource? by ucblockhead · · Score: 1

      That's exactly it. I've seen similar non-cheating behavior in Team Fortress, where people will deliberately screw things up for their own team just to be annoying. It isn't cheating per-se, but the behavior is has the same motivation.

      Counter-Strike can be even worse if friendly-fire is turned on. I'd prefer to play friendly fire, but teenage idiots will show up, deliberately killing their own team members, just to be obnoxious.

      --
      The cake is a pie
    3. Re:Game Cheaters As Resource? by Effendi13 · · Score: 1

      How about a game where you thwart game designers with cheats. The challenge gets harder and harder as the companies get smarter. -Effendi

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      -Effendi
    4. Re:Game Cheaters As Resource? by Bryce · · Score: 5
      How could the creativity of cheaters be harnessed in other ways, without ruining the game for non-cheaters? Maybe create games where you design in-game ships or weapons by writing some sort of psuedo-code ?

      At WorldForge, we're doing exactly this. The client is made available in source code form so that the player can customize it to make it work better for them. And we make all of the server code available for download so players can look through it and discern new tricks for effective playing. If in doing so, they uncover a bug that can be taken advantage of to the detriment of other players, then they're welcome to make use of it - sometimes this is the best way to test out how bad the bug really is.

      If I don't think the bug is worth my time fixing, then any players sufficiently bothered by it are welcome to download the source code to the server, find the area causing the problem, fix it, and submit a patch. If I disagree with their patch or otherwise refuse it, well then at the least they have the permission to establish a new server and compete with me. So I will probably work hard to make sure to include the patch!

      So I guess a lot of stuff I see called cheats, I think really should be honestly called 'bugs', and responsibility placed with the programmers rather than the players. Some stuff - like denial of service or similar - that's just plain mean, and out of the server programmer's hands to prevent. But a lot of the in-game cheating is preventable via code.

      Maybe I'm an idealist, but the best way to harness the creativity of cheaters, is, IMHO, to establish an environment where giving out fixes to cheats has as much glory as identifying the cheat in the first place.

      We also strongly encourage (even urge) players to get involved in the game development process. Our present game server is written in Python, and we will encourage and allow extension of it by direct coding (the amount of extension is limited by the slowness of Python). Our next game server (being coded now - in C++), will allow players to design assemblies and mechanisms in-game, and automate them with scripting, among other things. :-)

      And of course, since the client is open source, you're welcome (and encouraged) to automate your character as much as you want. (In my opinion, if the game is so simple that you *can* program a super-bot that wins consistently, then the game lacks adequate sophistication. AI programming is tough, and if allowing for this kind of "cheating" encourages lots of people to gain skill at it, then this makes the (game)world a more interesting place! Besides, programmers are cool and deserve an edge. *Wink*)

      Bryce
      Top Geek at WorldForge

    5. Re:Game Cheaters As Resource? by Hentai · · Score: 1

      Exactly. It's all about how much damage you can cause the world at large for the least amount of effort. People ENJOY doing this sort of thing to each other, and the more difficult you make it for them to do so, the more they realize they CAN do it and the harder they try to circumvent your attempts to keep them nice and civil. And any attempts to instigate self-policing lead to bullying, bigotry, or genocide. Heh. I love humanity.

      --
      -Hentai [in vita non pacem est]
    6. Re:Game Cheaters As Resource? by Shin+Elendale · · Score: 1
      This is (IMHO) one of the reasons the quake series doesn't suffer from cheating as much as, say, Diablo. I think that the solution for cheaters, as with crackers, is to hire them :)

      -Elendale (blah blah blah)

      Karma burn coming
      As i meta-troll again

      --

      IANAT (I Am Not A Troll)

    7. Re:Game Cheaters As Resource? by casret · · Score: 2

      I don't know, it seems like a phase that many go through on the way to geekdom. Personally I fucked around with MUDs. I poked and prodded, 'cheated'. Later I found out that I could come up with better cheats if I looked at the source code and learning C. And finally I decided that actually writing MUD code was the most rewarding.

      You see this pattern alot, whether it be writing cheats, cracking systems, defacing webpages.

    8. Re:Game Cheaters As Resource? by FFFish · · Score: 2

      OT Q: Why rewrite the server in C++, when you can continue to use the existing Python server? Profile the code, determine where the real speed issues are, and re-code those passages in C++. That way, you'll get the best of both worlds: the speed of programming in Python with the speed of execution of compiled C++.

      --

      --

      --
      Don't like it? Respond with words, not karma.
    9. Re:Game Cheaters As Resource? by Denjiro · · Score: 1

      Tribes has that problem quite a bit. Some moron logs on and instead of playing the game stands around the equipment stations and uses nukes or emps to blow them, himself and all nearby team mates up over and over.

    10. Re:Game Cheaters As Resource? by Helge+Hafting · · Score: 1
      Counter-Strike can be even worse if friendly-fire is turned on. I'd prefer to play friendly fire, but teenage idiots will show up, deliberately killing their own team members, just to be obnoxious.

      Yuck, that sort of people. Select your opponents wisely, or be prepared to do something that really hurts them. In this case, tricking them into running a virus/trojan of some kind so they can spend the rest of the day reinstalling.

    11. Re:Game Cheaters As Resource? by Bryce · · Score: 2
      OT Q: Why rewrite the server in C++, when you can continue to use the existing Python server? Profile the code, determine where the real speed issues are, and re-code those passages in C++. That way, you'll get the best of both worlds: the speed of programming in Python with the speed of execution of compiled C++.

      Good question. The basic answer is that the speed of programming in Python isn't as valuable to us for this particular application. The stuff that isn't performance critical also happens to be the simpler bits of the program, so even if it is a bit harder to do in C++ than in Python, it doesn't matter all that much in the grand scheme. Plus, having the entire core written in one language is nice for simplification and elimination of interfaces (and the overhead).

      What we'll probably end up with is the server's core in C++, and pluggable modules that can be written in Python or whatnot to implement some of the game-specific stuff. That way, the C++ will be limited to the areas that maintainers and future game developers won't be getting into very often.

  11. I Can't Believe It! by Yamao · · Score: 1

    WHAT?? You can't cheat on Slashdot!!

    --
    Be nice to your friends. If it weren't for them, you'd be a complete stranger.
  12. Re:Is anybody surprised that RPG's encourage this? by Yo_mama · · Score: 1

    Oh come on, the games didn't create the problems... if they did, we wouldn't have had crime until the early 80's. And I dare you to go play basketball in the center of any megalopolis and say that you're out in nature. Reality don't work that way....

    Violence is perpetuated by scared kids who want some control and who want to do better than those who came before them.

    --
    Never understimate the power of human stupidity -Lazarus Long
  13. Forms of cheating you can't stop by Antipop · · Score: 1

    Anyone remember multi-character cheating in the MUD days? How exactly would you stop that? No matter how cheat-proof your online game is someone will be out there with three copies of it running around killing monsters they shouldn't be to give the gold/experience to their real character. It's more of a social problem than how cheat-proof you are.

    I remember playing on a MUD where generally everyone just blew cheating off and looked down upon the people who did it (it wasn't that big of a MUD so there was a little community). No one wanted to cheat because then the other players wouldn't help them in their quests or give them a little gold or spellup when they needed it. Coincidentally, there was no cheating. On the other side, I played on another MUD where the players laughed cheating off as "harmless" as long as it didn't interfere with game balance. On that one, there were level 2 guys running around with The-Armor-of-Ultimate-Invincibility-You-Can't-Hit- Me-So-Ha which takes away any fun you might have while playing with these guys or as them.

    -Antipop

    1. Re:Forms of cheating you can't stop by Kisai · · Score: 3

      Another form of cheating that get's overlooked is cheating by the people who are running or created the game.

      Anyone remember when BBS's were popular? How you could log into a BBS Door game and play it for maybe a maximum of an hour? Ever play one where the SysOp played too? Not very fun if everyone picks on the SysOp, because the SysOp would turn around and just cheat to restore balance to their favor.

      The same goes for MUD's, The people running it might just be as guilty of cheating as the people playing it.

      There is no such thing as a cheat-proof game. The closest Online Games come to being cheat proof is when it's Client-Server and nobody has access to the server. The second part is that the "Client" has to only process I/O from the server (Person moved from x,y to X,Y and got hit by a frog.) and not store any data on the user's end. Now the problem with these set-ups is that there has to be checks in place to prevent multiple accounts or multiple users. (Anyone play Utopia or Earth 2025? Worst case of Client Server cheating I've ever seen, reason being that the only multiple account check is the uniqie email address the authorization code was sent to.)

      Of course that could be blamed on the fact there are too many free email systems out there for people to abuse.

      The worst examples of cheating always occur in peer-to-peer and client-server systems that the client has to do calculations to send back to the server.

      A type of cheating I haven't seen too much, but realized people do this (and not just to games!) is to create macros or bots so they don't have to play the game themselves.

      The "Adbar make free money" system has been the latest target of cheating with people creating emulators and macros to cheat them.(Look it up, they exist, Alladvantage being the biggest target) And to make more free money out of them here comes the muliple accounts that they use for referer's, so when they do their X hours on whatever ad system, they load up the next account and do the X hours again.

      Just about every aspect of cheating in games can be applied to cheating other software, be it cheating the Ad-paid software, to cheating stupid software from wasting your bandwidth (Do you know how many programs waste your bandwidth? *cough*Real*cough*Player*cough*)

      In my opinion, if people are going to create cheats for online games, the people who create the games should be looking out for these cheats and what they do to the game. (Lot's of cheats rely on over-writing some part of the game's memory with different values) Save-game cheats
      being the easiest way for the novice to cheat(all you need is a hex-editor), to the more complicated using a debugger and changing memory values to cheat.

      Again I come back to the point where game developers should not "use" any data calculated on the client side since it could be cheated easily.

      Anyways I think this message is long enough.

  14. Re:Leftist *trendies* are in vogue by Nanookanano · · Score: 1

    The discussion at hand was not about being able to compete, rather it was about cheating....hey, perhaps yours is the view held by the cheaters! Certainly, those who cheat rationalize their cheating as 'vigorous competative practices' or some such nonsense. I guess he who has the gold does make the rules. Maybe you are merely obnoxious but not off-topic.

    --
    "..don't you eat that yellow snow."
  15. Article a little short on solutions. by Chiasmus_ · · Score: 5

    The article identified six types of cheating, but completely failed to identify any reasonable solution for the first one: reflex augmentation.

    It is not terribly difficult to write a script to execute commands without the use of the mouse. In Quake 2, the only real effect was that some people had godlike aim - and this was usually pretty easy to spot.

    But consider what reflex augmentation could do in Warcraft 2, for example. One could write a script that caused the "mouse" to "click" on your Town Hall and Barracks, automatically creating peons and ogres at a set rate, while you controlled everything else.

    Would this even be possible to spot?? From the server side, it would just look like someone had insanely good reflexes. And, of course, it would be easy to tone it down just a little - occasionally have your script "mis-click" just to the left of the town hall, put in tiny delays, etc.

    It seems to me that the only way to prevent reflex augmentation would be to force the player to play on someone else's computer with a very restrictive account... any thoughts?

    --
    "Beware he who would deny you access to information, for in his heart he deems himself your master."
    1. Re:Article a little short on solutions. by SuperKendall · · Score: 5

      One solution to things like reflex augmentation is for a server to present false data to the client that cannot be perceived by normal players - the best example I can think of is a seemingly real quake player embedded (or moving) within a wall, or on the ceiling with a ceiling skin to render the fake player invisible to the normal.

      The augmentation will try and go after the "fake" players, and the server could try to detect attempts on the fake players and shut down a client that went after them with regularity.

      ---> Kendall

      --
      "There is more worth loving than we have strength to love." - Brian Jay Stanley
    2. Re:Article a little short on solutions. by Otter · · Score: 2

      Unfortunately, I think you would run into the CmdrTaco principle:

      When you start trying to outwit the troublemaking lusers, you turn it into a game. And they'll always win, because they have a lot more time on their hands than you do, and more self-esteem at stake.

      How well are the troll filters working?

    3. Re:Article a little short on solutions. by Weezul · · Score: 3

      But consider what reflex augmentation could do in Warcraft 2, for example. One could write a script that caused the "mouse" to "click" on your Town Hall and Barracks, automatically creating peons and ogres at a set rate, while you controlled everything else.

      Hos is this a bad thing? If there are nice abstract control features which can be added to a strategy game like Warcraft/Starcraft then it's crappy game design to not include them in the first place!

      Seriously, aim-bot style "cheats" in RTS games like Starcraft are not cheats. They are improvments to the user interface. It's the game designers fault for expecting people to keep pushing the stupid create peon button like some kind of lab rat.

      Now, it's true that one player gets the improved user interface and another player dose not, but that's easy to fix. Add a scripting langauge to your RTS game, but make the game send your scripts to everyone else who you play against. These people can paw through your scripts and pick out the part's they think they can use.

      Anywho, my point is that a RTS game should not be based on mindless clicking. It should be based on strategy. It's not cheating to hire someone to click the mouse for you while you look over their sholder and tell them what to do, so why should it be cheating for the game to do the stupid stuff for you.

      Actually, my roomate 2 years ago and I were pretty bad ass at sharing the effort of remembering to do all the stupid shit. One of us would play while the other would remind him to do the stupid stuff when it needed doing and help him to think though the biger strategic descisions. I've always considered the need for this kind of double teaming to be evidence of a poorly built game.

      --
      The Christian religion has been and still is the principal enemy of moral progress in the world. -- Bertrand Russell
    4. Re:Article a little short on solutions. by zatz · · Score: 2

      Why "solve" this "problem"? Having buildings produce units automatically is a FEATURE. Try ctrl-click to build in TA Kingdoms, for example.

      Rather than "cracking down", I think improvement of the UI should be encouraged. It's supposed to be a strategy game, not a clicking-speed game, right?

      --

      Java: the COBOL of the new millenium.
    5. Re:Article a little short on solutions. by DrEldarion · · Score: 1

      Reflex Augmentation? Yah, I'll take a lvl 3 wired reflexes, please...

      Err, sorry, ShadowRun flashback. Moving onward...

      -- Dr. Eldarion --

    6. Re:Article a little short on solutions. by Thrikreen · · Score: 2

      Not possible, there are autoaim proxies out there that can parse BSP maps (since the specs are publicly available), know when a target is inside a wall (otherwise an invalid target), or know what texture they're using.

      The best method I've seen to combat the autoaim is to make aim irrelevant in that even if the crosshair is on the guy, the bullet's exit vector might not be on the same vector as your aim - the Counterstrike/Rainbow 6 cone of fire effect where your aim gets all wonky due to the recoil - the more you fire, the faster you move, the wider the cone becomes and the less accurate your bullets.

      There's no way I can see an autoaim proxy that can get around this since the bullet vector is random and handled by the server. They will still get a higher % of hits, but they won't be able to dominate as badly. Unfortunately for games like Quake2/3, some people are amazing with the railgun without the use of a proxy and such an effect would totally kill their gameplaying since they rely on their aim being where they hit.

    7. Re:Article a little short on solutions. by noitalever · · Score: 1

      I completely agree. I always play starcraft with team mode on, and one person is in charge of building, and the other goes out and attacks. That way I can guide my stupid fleet all the way across the map without them getting lost and walking all over hell and back, and my partner can build the next fleet and defend the base... why is it cheating if I learn how to tell the computer to do that? But on the other hand... that's part of the strategy that the game designer built in, isn't it... He wanted me to have to balance one over the other, and be vulnerable in some way... come to think of it, that's why we stopped playing starcraft after 57 stalemates in a row... Playing by the rules always wins, those who can't, cheat, but did they win?

    8. Re:Article a little short on solutions. by fudboy · · Score: 1

      I seem to recall that Starcraft allowed you to perform all construction via hot keys. it is very simple to match this 'scripted reflex augmentation' if you know your way around the keyboard.

      This was just the edge I needed to be an unstopable monster. But if they'd tried to spot for it, I would've been banned...

      :)Fudboy

      --

      :)Fudboy

      I guess I'm only a Fudboy, looking for that real Transmeta
    9. Re:Article a little short on solutions. by The+Raven · · Score: 1

      This has a problem, known as 'the best script wins'. As an example, take a look at Earth 2150... a mediocre strategy game with some true innovations, including the ability to write your own scripts for the unit AI. This is great... except that the default scripts are poor/generic, you cannot edit the scripts in the game itself, and the skillset which makes for a good RTS gamer is not the same skillset which makes for a good script writer.

      Thus, an advantage is given to players who invest more time outside the game engine completely; downloading external scripts or writing their own based on an obscure readme.txt helpfile. This does not make for good competetive play.

      A better example (or at least, more well known) are Quake scripts... using the internal Quake script engine to create automated actions for repetetive tasks that require instant or extremely fast timing... the most well known being the 'rocket jump' script. The primary difference between quake scripts and those used in Earth 2150 is that Quake scripts do not make DECISIONS. They react, but they cannot choose, thus reactions remain in the control of the player.

      A similar example is that of Starseige: Tribes. The scripts for that game are not the tiny playthings for Quake... they are massive programattic things which have full access to the client side information, and can change your view, control your player, and even interperet and edit text you see. This allows major enhancements and alterations to the players interface... scripts that auto-buy from stalls, unless you don't have enough cash in which case they'll buy a lesser suite of equipment, unless the flag is in danger in which case they'll equip you for high speed chases, unless you've died five times with the last set of equipment in which case it'll try a different set, unless... the point is that Tribes supports the 'broken' style of scripting, in which your programming talent (or dedication to reading online pages and downloading new scripts) makes a significant alteration to the ability of a player to compete.

      In my opinion, the best approach is that used by Valve (Half Life, Team Fortress Classic)... support scripting, and when you have an update later, take the best features that people have 'added' via scripting and make them standard to the game. That way avid scriptwriters will have a significant, but only temporary advantage over that of the average player.

      Raven


      And my soul from out that shadow that lies floating on the floor

      --
      "I will trust Google to 'do no evil' until the founders no longer run it." Hello Alphabet.
    10. Re:Article a little short on solutions. by Helge+Hafting · · Score: 1
      But consider what reflex augmentation could do in Warcraft 2, for example. One could write a script that caused the "mouse" to "click" on your Town Hall and Barracks, automatically creating peons and ogres at a set rate, while you controlled everything else.

      I consider this one a game improvement, more than a cheat. Warcraft and many similiar games have bad user interfaces that becomes a limitation. Improving it is a good idea. Oh, and the programmer should offer such modifications to the other players to be fair. You gain more prestige by making the game interesting, then by winning it.

    11. Re:Article a little short on solutions. by Ketzer · · Score: 1

      The article was short on solutions because the author seemed intelligent, and because there really are no solutions.

      In cases like Diablo, smart programmers noticed the cheating, figured out a "solution" and patched the game. Then someone found a new cheat, and the cycle restarted. On a fundamental level, all the game is doing is processing information, and if people are willing to go down to assembly level or network packet level and alter that information, there's really nothing you can do about it. If you make a program immune to all known cheating techniques, the cheaters will just find new cheats.

      The same is true of copy protection. The best way to enforce both fair play and copy protection is by using a hardware console where you have no access to the OS, and games on unwriteable media. Like the Playstation. But even then, people come up with ways to cheat (Game Shark?) and way to break the copy protection (mod chips). I know it's a defeatist attitude, but you really can't stop people from cheating.

      So am I saying multiplayer gaming is doomed?
      No. Just like the proliferation of mp3s hasn't stopped people from buying CDs, and the trading of VCD type movies hasn't stopped people from going to movies or buying videos and DVDs.

      By nature, the number of "fair gamers" will be greater than the number of cheaters, because otherwise both the cheaters and the fair gamers will lose interest. So the "solution" is:

      1. Don't bring money into gaming.
      When you offer money to the victor of a game, you tempt people to cheat in order to make money, and the effort you would put into identifying and preventing cheating will likely be prohibitive.

      2. Try to learn to identify the fair gamers and the cheaters. Most multiplayer games, like Diablo and Age of Empires, are individual games with a set group of people. If you determine one of them is cheating, just go start another game and stay away from that person. Try to build up a group of people you know online who are fair gamers. Make a point of playing with people you know, rather than new strangers every time.

      But most importantly, don't attach too much value to winning. Learn to enjoy the games even if you're losing. This way cheaters won't bother you so much, and if more people play for enjoyment of the game itself, rather than using the game as an arena to achieve victory, you'll find less people are driven to cheat.

    12. Re:Article a little short on solutions. by Ed+Avis · · Score: 2

      I've never been that keen on God-games like Dune 2, Transport Tycoon, Warcraft and so on that operate in 'real time'. They often end up being a test of how frantically you can click the mouse, rather than of real skill or strategy. What's especially stupid is that 'real time' ticks by many times faster than you'd expect. If a building takes 'three months' to build, why is the player not allowed even three seconds of thinking time without 'days' or 'weeks' of game time being wasted?

      It might be better to have a game where you can pause, think about things, and order various actions. The actions only start happening once you unpause the game. In this way speed of mouse clicking would not be a factor. OTOH such a game would probably be very dull and would not have the 'real-time strategy' element that makes eg Dune 2 so fun to play. I used to play Transport Tycoon by pausing and unpausing all the time, but then I decided life was too short to play in such an anal fashion.

      It would be interesting to _encourage_ the development of scripts for Command&Conquer type games. It might make the games more fun to play. If I have to sit in front of a Windows box and repetitively click on things I get annoyed. On Unix I'd probably write a script to automate it and get on with something more interesting. There are tedious elements in strategy games too, why not let users automate those?

      --
      -- Ed Avis ed@membled.com
    13. Re:Article a little short on solutions. by Weezul · · Score: 2

      In my opinion, the best approach is that used by Valve (Half Life, Team Fortress Classic)... support scripting, and when you have an update later, take the best features that people have 'added' via scripting and make them standard to the game. That way avid scriptwriters will have a significant, but only temporary advantage over that of the average player.

      Yes, this is a very good thing, but you should also force the client to upload all the scripts to it's opponent. This means that someone who is vaguely competent at programming can take ideas from the people who beat them.

      Also, I really hate those little timing exploits which quake scripts can exploit. Unfortunatly, game writers mayu be tempted to leave these "bugs" as some sort of reward for the person who waist a large amount of time mastering the timing of a timing "bug." Scripts will force them to make it a normal part of the game or remove the timing exploit.

      BTW> Why should players who invest a significant amount of time outside the game engine not be rewarded more then players who jyust invest time inside the game engine? I agree that it changes that nature of the game, but I think it changes it in a good way.. it makes people think more then react.

      --
      The Christian religion has been and still is the principal enemy of moral progress in the world. -- Bertrand Russell
    14. Re:Article a little short on solutions. by SuperKendall · · Score: 2

      I'd agree that you really don't want to do anything to limit players that have amazing aim to start with. Part of the fun is improving your skill, and if you try and cap peoples skills unaturally, you'll take away a lot of fun.

      There are other ways of using my original plan, even if the clients can parse the maps for location and skins. You could have the virtual players exist with normal skins, but just outside of the field of view of the player (though I'd imagine good auto-aim clients probably only target things being looked at). You could place them at far distances that players wouldn't really notice them otherwise. You could architect the game to have "curtains", things that people and weapon fire could go through but you couldn't really see, and place virtual players behind that. You could just give virtual players the invisibility powerup and have them stand still in a corner. Perhaps a virtual player with invulnerability lurks in every lava pool. What checat client would resist the opportunity to kill a guy stuck in a lava pool?

      And that's only one dimension of what you could send. Why limit the server to sending just false players, you could send other wierd things about the game state that would have no effect on what a normal player saw or did, but could confuse (or possibly even crash) a hacked client (or the real one - careful!)

      I'm sure there are a lot of other ways to implement the idea. Basically I feel that if the developers really were serious about preventing the augmentation kind of cheat, they could architect the game in such a way to make the virtual players easy for the server to place without distracting normal users and at least limit the effictivness of the augmentations to the point where they were more trouble to use than they were worth.

      Until now, I don't think cheat prevention has been even a low priority for most game developers, even for a lot of the MMP games. They're just at the stage now where most developers realize they need to store most things on the server! Soon I think they'll really start dealing with cheating issues, but they have a long way to go to build in any kind of sophistication.

      --
      "There is more worth loving than we have strength to love." - Brian Jay Stanley
  16. cheating????!!! by latro · · Score: 1


    Jeez, I thought I just sucked. Now I know better :-)

    Seriously, I think all those CS players out there can testify to how hard it is to prove someone was cheating (and even harder to prove you are not cheating). I've seen arguments constantly go back and forth about "how could you shoot me through the wall unless you were cheating" countered with "well, there is usually someone hiding there and I heard you walking over there".

    The only sure way to limit cheating is to play on a server you know is honest and one that is monitored by an admin throughout the game. Even then, it's hard to tell, but at least if there's an admin there, as a last resort he can kick/ban both alleged cheaters and their whining accusers and let the game go on in peace!

    -------

    --

    -------

    "It was people! People soiled our green!"
  17. This would not happen by Golias · · Score: 5
    This would not happen if playing these games honestly was as fun as it is supposed to be.

    The problem with the entire RPG genre of on-line games is that it isn't really the fun that hooks people in, it is the basic stimulus-response instinct that keeps people up all night playing Everquest or a MUD. By making you do things to get rewards (levels, new items, etc.), and by dishing them out a little at a time (with a fair ammount of randomization), these games tap into the same psychological conditioning scheme that makes old ladies spend their retirement checks all day at slot machines and BINGO games.

    Since the satisfaction one gets in these games is usually the reward of a more powerful character, the mind begins to make the association of "better character == more fun", and cheating, or power-leveling, or "twinking" becomes very attractive.

    The draw of these games is that they sort of let you live life in fast-forward. In a few dozen hours of gaming, you go from being a pathetic babe in the woods to being a massive warrior or wizard. Cheating speeds this up even more. It's a logical extention of the persuit of the goals the game establishes, really.

    You don't often see the kind of rampant cheating that prevailed in Diablo 1 or Ultima Online when you are playing the FPS games. It seems that the shooters have acquired a sort of sports culture. To cheat at Team Fortress would be a lot like cheating at a pick-up basketball game. Neither side has more fun as a result, because the rewards of player-vs-player gaming comes from the joys of testing your skills against other people. Cheating in such situations is boring for both the cheater and the victim, even among younger kids.

    It seems to me that the challenge that lies before those who wish to write on-line RPG's is to get a little farther away from the "kill monster, get a treat" format that is so common to these games. Good storytelling is helpful; nobody cheats at games like Myst. Creating a social environment that facilitates less of a "who's got the biggest *" mindset would also reduce cheating dramatically.

    Mind you, I'm not saying that the typical hack-and-slash, smash-and-grab RPG does not have its place. I wore out a mouse on the first Diablo, same as the next geek. All I am trying to say is that game designers ought to start thinking beyond it, now that the current technology allows them to explore a lot of new avenues.

    --

    Information wants to be anthropomorphized.

    1. Re:This would not happen by Nanookanano · · Score: 4

      Back in the old days of paperbound Player's Handbooks, we had 'Monty-Haul' D.M.s and 'Sudden Death' D.M.s and (Ja knows) we had 'Die-Rollers' (who were the worst). But, the only ones worth a damn were the storytellers. Cheating is a sign of boredom, and only a new resource of mind-stimulating inspiration will fill the boredom and quench the cheating.

      --
      "..don't you eat that yellow snow."
    2. Re:This would not happen by RollingThunder · · Score: 3

      It's not just in the RPG's, though.

      The world of first person shooters is, if anything, even more rampant with cheats (probably because it makes you look more skillful, and then you get the girls, or so they think).

      In Tribes, which I play quite a bit of, they only recently installed CRC checking on certain critical files. This ended up being done because modified models and bitmaps were out there that would turn the normal half-man height flag into a massive monstrosity 50 times the normal size. Because of the way the Tribes engine works, this would extend THROUGH buildings! You could always tell where the enemy flag carrier was hiding - be it inside their base, or crouched behind a hill. And that was only ONE of many alterations in the poorly named HappyMod... visible mine trigger radii, remote turrets that showed around the corners they hid behind, etc.

      And this is in one of -the- fastest paced FPS games out there, where sometimes you see the enemy capper for less than a second as he screams through at mach 5 on his sliproute.

      Again - it's not just RTS. It's all games. Some people think they have to win, no matter the cost, because that's all they think is fun.

    3. Re:This would not happen by The+Pim · · Score: 2

      Splendid! You expressed my disappointment with RPG's, and various campaign-style semi-RPG's, better than I ever could.

      Here's my critique. I find that these games offer enough semblance of realism and complexity to convince you that your intellect is shaping the outcome in rich and subtle ways; when in fact the range of possible outcomes is limited and has a coarse-grained dependence on your inputs. Generally, while your skill affects how slowly or quickly you advance, steady progression towards victory is inevitible once you've mastered the basic moves. Eventually (usually as the sun rises on a new day) you realize that you're no longer investing any creativity, yet you're still acquiring ability after ability, hoarding gold piece after gold piece, and all you can do is feel like a dupe.

      Other human players help to some degree, but to me they can't overcome fundamental inflexibilities in the games.

      I haven't played all that many games, but I'm thinking of Dune, Freeciv, Ultima. All great fun at first, but ultimately vapid.

      --

      The evaluation of an action as 'practical' . . . depends on what it is that one wishes to practice.
    4. Re:This would not happen by Sludge · · Score: 2

      I agree with what you said. However, I'm a long-time FPS player, and I've put in more hours in Doom than any other game in existence, and I have to say I disagree with cheating being boring. Cheating doesn't always give an absolute guarantee of winning. Sometimes, it just gives a player an unfair advantage.

      Such is the case of the Doom cheat that was put in by Id Software. Any version of Doom before the final release 1.9 had a cheat in it that allowed you to see where your opponent was on the map. If you hit TAB and held down the left ALT key and typed 'IDDTIDDTIDDT', you would have this advantage. I know of a local hardcore player who used it quite often, and he ended up SLAUGHTERING everyone who wasn't really quick at finding a weapon after they respawned. However, they still had a chance, and in many cases, he was outgunned.

      PS. I seem to remember the changelog that ID released with 1.9 saying something along the lines of "miscellaneous soundcard fixes"... it was never publically admitted that there was a multiplayer cheat in the game all along. :) I'd actually like to know why this cheat was in a commercial game... heh.

    5. Re:This would not happen by Effendi13 · · Score: 1

      It's not winning the game that is attractive, it is being more clever in real life that is attractive. For some, just getting the cheat to work seems pretty clever to them... more clever that the schmucks who didn't get the cheat to work (obviously because they aren't using it), or that were not clever enough to find it to use it. The clever bit is becoming popular because it is hard to show off how strong or skilled you are over a network.

      --
      -Effendi
    6. Re:This would not happen by Weezul · · Score: 2

      This is the most intelegent responce I have seen.

      The interesting thing is that sometimes "cheating" is the solution to the bigger problem of "kill the monster get a treat" which creates the "cheating."

      A MUD which gives you levels for cheating will just have people write bots to raise their characters level. A RTS game which requires lots of mindless clicking for building troops and commanding troops will be hacked to automate these tasks.

      These are *good* cheats! They remove a stupid unnessicary part of the game and allow the player to play the game they really want to play like role-playing with higher level characters and exploring dangerous lands in the MUD or thinging about the actual strategy in the RTS game.

      Anywho, cheating is not always the problem.. sometimes it's the solution.

      I suppose the real long term solution to cheating is adding a scripting langauge to the game to make writing "reasonable" cheats (like an auto produce peon button) easy but make writing the "unreasonable" cheats (like removing the fog of war) harder (ala the artice).

      --
      The Christian religion has been and still is the principal enemy of moral progress in the world. -- Bertrand Russell
    7. Re:This would not happen by MostlyHarmless · · Score: 2

      I don't know if this is true under freeciv (because the diplomatic model is not fully developed), but "steady progression towards victory" is anything but inevitable in CivII and, to a lesser extent, Civ. It has a _lot_ more depth than freeciv, and other strategies besides ICS (infinite city sleaze) will work much more effectively than in freeciv. And under deity, CivII is _hard_.

      --

      --
      Friends don't let friends misuse the subjunctive.
    8. Re:This would not happen by eudas · · Score: 1

      for some reason, alot of game designers feel the need to include 'god mode' crap in their games... some because they think it's funny, others because they used it to test the game and never bothered to code them out after they were done testing... but they ALWAYS get discovered, and they are always lame. i wish the game designers would remove all the cheats from release versions of their games, and do version-checking to make sure cheat and non-cheat versions are incompatible (for multiplayer games etc).

      eudas

      --
      Blessed is he who expects the worst, for he shall not be disappointed.
    9. Re:This would not happen by Rumble · · Score: 1

      That is a great post; a truly unique and insightful viewpoint (oh if only I had my mod points now). This should go into a top50 posts archive or something.

      I hate to think of myself as a Bingo lady, though, and I'll just sort of add in why I wasted so many hours on MUD's. I don't really know why I first started playing a MUD, but I first started playing and I remember being so weak. Even a small fish or bird could slaughter me. Then I saw some huge high level character come through and slaughter everything in sight with a well placed spell. I had this sort of respect for this character and thought "boy, wouldn't that be cool if I could do that". And so that caused me to keep at it a bit longer... and then you just get into this cycle where you always need a more powerful character, better, more rare, and tweaked equipment. And then another character perhaps. And it goes on and on. There is definately a time when it stops being "fun" and starts becoming just a habit.

      I play quake now for a different reason than I did in the past, which was to kick as much ass as possible. Now I just try to have as accurate a shot as possible. I often run around in huge ctf games with nothing but a railgun. I don't kill much since one hit only kills about 50% of the people I hit, but it is damn fun. I enjoy it a lot more than I used to, when I would play for frags. Many would argue that I'm not as good a player now as I was in the past since I am not as destructive and devastating, heh, but I don't really care... for me, it's all about fun now.

      I don't know why I'm going on like this... I guess all I'm trying to say is that it is very easy to get caught up in a bad cycle with a lot of games. They are a great time waster(not a bad thing here), and if used properly, a great way to have fun. But used the wrong way, they also waste a lot of time (a bad thing) and don't give you much pleasure. If you want to be good at something, why not try learning a musical instrument, or become competitive in some sport. It's a lot better for you, and definately a better way to expend your competitive energy.

    10. Re:This would not happen by The+Vekster · · Score: 1

      Not only the so-called HappyMOD, RT. That's a simple model replacement or two - stuff like that has been going around FPS's for ages - esp. in games that allow on-connect model downloads like Quake2 / 3 (ie. the 100% all black model texture to hide in the shadows). Tribes was / is quite innovative in it's extensive client-side scripting capabilities. Users can modify the Heads Up Display to show custom huds - totalling their lifetime kills per weapon, who has what flag, objective status, a framerate system, etc. There are any number of HUD modifications and other scripts that allow the user to do things like "ski" (rapid jumping down slopes that produces high velocities in outdoor environments) or quick-toss every grenade in their arsenal automatically as fast as possible. These scripts are all created and distributed by the people who PLAY the game. Also, to emphasize somewhat, these scripts ONLY have access to a limited amount of data. A client side script can't grab info about your location or an enemy's location for example, thus an auto-aiming script is impossible. While these scripts have been a point of contention among some in the Tribes community (ie. someone who's using a script that tosses grenades as mentioned above has a decided advatage over someone who doesn't). However, the CAPABILITY for all players to run scripts of their preference exists (provided they know of their existance) - so it's not really cheating, right? That seems to be the general consensus of the community of players - these scripts are all perfectly legal because they don't do anything a person at the keyboard couldn't do manually (they make make it EASIER, but it could still be done non-scripted) - and they're equally available to everyone. However, as RollingThunder mentioned, before the latest patch, a variety of cheats were exploited which forced the development team (Dynamix) to write another (1.11) patch to address these issues. They include: 1) The so-called "HappyMOD". Replaces the flag in Capture the Flag missions with a giant 50-foot happy flower thing. Visible through buildings, so hiding with the flag is nigh impossible. It also replaces landmines with large red exclaimation points, so you'd have to be blind to avoid hitting them, and several other model replacements. 2) Certain skin replacements. Mines could be skinned bright red to make them more visible, deployable turrets bright red to lessen the chance of accidentally overlooking one, etc. Same idea as the "all-black textures" for Quake. 3) Scripting exploits. While the latest version was still 1.10.5, I authoured a script named AutoBeacon. This script placed what are called "target beacons" on key strategic emplacements and locations on all the maps, making it mindlessly easy to hit any target that was marked with 100% accuracy using the mortar (strongest weapon in the game, ballistic explosive device). Needless to say, this gives a player a DISTINCT and unfair advantage over a non-user of the script via abilities NOT normally present in the game (namely: spawning fake beacons on all strategic locations/items). This was accomplished by writing beacon objects directly to the game's SimSet (part of the game management structure). This effectively let a client spawn "client side beacons", which neither the server nor other players could see, destroy or detect. However, the thing most people fail to realize is that this script was NOT written with malicious intent. Originally, I refused to admit any hint that I was the authour of this script - there was too much heat behind it. Since the 1.11 patch, however, this has become a moot point. I'd like to offer some insight here. When I wrote this script with assistance from another individual (he did some of the concept work - namely writing to objects viewable by the objectTree ingame), I never intended for it to be distributed. As soon as it was working completely, I mailed it to a Dynamix Employee to let them know of the exploit, and possibly develop a fix for it. However, with more than one person having a copy, the script DID get distributed throughout the gaming community eventually - fortunately, the dev team had already patched the problem and quickly put out a patch. What I'm saying here is that not all cheats are written for the advancement of one selfish person. I can honestly admit that I never once used this script to gain a personal advantage over other players in a competitive environment. The intent was purely to see a) if it could be done, and when it turned out to actually WORK, b) to get it patched up as quickly and quietly as possible. Just a different side of the story, y'know :)

      -----------

      --

      -----------
      vector (vek'ter), n. 1. Math. A quantity posessing both magnitude and direction.
    11. Re:This would not happen by greydmiyu · · Score: 1

      You don't often see the kind of rampant cheating that prevailed in Diablo 1 or Ultima Online when you are playing the FPS games. It seems that the shooters have acquired a sort of sports culture. To cheat at Team Fortress would be a lot like cheating at a pick-up basketball game.

      You didn't play much CS when the wall cheat was prevailant, did you? Didn't play much when the model cheats were around, did you? I'm sorry, but I see more cheating in FPS than I do in MMORPGs simply because the FPS scene is full of immature people who simply need to "own" everyone else. You cannot play an FPS for more than 15 minutes without some prick out there trash talking everyone that he deems lesser than himself. I have never seen a more hostile group of people or a group that is more apt to cheat because of it in my years of gaming. It is a large reason why I quit playing them with any seriousness.

      --
      -- Grey d'Miyu, not just another pretty color.
    12. Re:This would not happen by eudas · · Score: 1

      the world's smallest violin plays on for the cystic fibrosis victims, believe me.

      --
      Blessed is he who expects the worst, for he shall not be disappointed.
  18. Sarcasm is kool by eshaft · · Score: 1
    Were the moderators being sarcastic, too? Or am I just missing all the points?

    I say that if people really wanted to play the game they would, and wouldn't need to cheat. The trick is, NOT TO TAKE ONLINE GAMING THAT SERIOUS. That said, cheat at Quake III and I'll f**k you up, bitch.

    lol

    --
    lf.o
    1. Re:Sarcasm is kool by Black+Parrot · · Score: 1

      > Were the moderators being sarcastic, too?

      LMAO.

      --

      --
      Sheesh, evil *and* a jerk. -- Jade
  19. Another AoE Cheat.. by drwiii · · Score: 1

    Another fun AoE cheat, if I recall correctly, happened if you loaded one of your villagers onto an enemy's transport ship. Not only could you lead the transport around into your warships' waiting guns (the ship follows the villager so he can board), but your villager when on the enemy transport would be invisible. Off the map. No team-color indicator in the little map window. So unless your opponent saw you board the ship (unlikely) or happens to dump his transport on-shore, you could hide for the entire length of the game until the other players go mad trying to find you and quit.

    1. Re:Another AoE Cheat.. by The+Optimizer · · Score: 1

      Hmm.. I don't think that was ever possible in either AoE or AoK. The commands to the transport woulr be rejected because you aren't the owner of the transport. In AoK it would be because the Transport isn't your or an Allies.

      -Matt Pritchard

  20. cheating and 'declining values' by rark · · Score: 1

    bah...read up on your history. People have been cheating, stealing, mudering sons (and daughters)-of-dogs since we got out of the trees (or got kicked out of the garden of eden, your call)

    It's far more constructive to find ways of protecting ourselves from the assholes in life without hurting the innocent (i.e. writing code that's harder to crack, writing games that are harder to cheat in, finding ways of detecting cheaters and warning others about them, etc) than to whine about a bunch of values that never have really existed.

  21. game integrity in MMOGs by MattW · · Score: 5

    In massively multiplayer online games, most notably MMORPGs, integrity is everything. If people can't trust the integrity of other characters, they won't bother spending the time to build them. I think a lot of attention needs to be paid about how to keep server-side certain pieces of critical data.

    First, the tradeoff: anything you keep server side on a trusted server is safe. Anything you load client side you can assume for the sake of argument will be possibly modified by a player. So, let's take a MMORPG: you have characters, monster, and various abilities all interacting. What is responsible for the integrity? The server needs to be. First, the all important player character should be totally stored server-side. No information about stats/abilities/etc is kept locally, and the server never reads any from the client. It just sends a scenario and accepts commands. A pristine client interprets options from the server to provide an interface, but just because you locally manage to send a "super fireball" command when you only have a regular "fireball", doesn't mean the server should parse that. It should obviously return an error. (and probably flag you for some sort of observation, cheater!)

    In any event, the dichotomy between client and server matches that between cause and effect -- never let clients dole out effects, only accept input.

    On to the more difficult problem, which is when the information you pass to the client is more than they should have, based on the fact that you cannot transmit it as-needed due to bandwidth/cpu/latency limitations. This is where innovation needs to occur. Things like handing over partial maps, or possibly breaking maps/info up into smaller pieces and giving them all out encrypted, then handing decryption keys over real time. (And this would be an art in itself? Would 16-bit XORs work? Or would someone find a way to analyze all 65k combinations for consistency and break through in sufficient time to gain an advantage?)

    In a game which was not time-sensitive, obviously, this stuff should be kept server side. For example, I've never played age of kings, but I've played HOMM2/3, which are turn-based strategy games. In those cases, all data could be kept server-side, other than the revealed portion of the map. Because the players play each turn in succession, time is not a real issue. A few seconds for pulling data is not that important.

    Anyhow, good article. This is definitely one of the biggest problems facing MMO gaming, and as multiplayer becomes more important to games, and as more games go MP-only, this will be critical. Bandwidth and lower latency will help alleviate the problem, but there's a lot of room, I think, for clever protection from cheaters.

  22. Re:Jenna Elfman... by Nanookanano · · Score: 1

    Kindly finish jacking-off so we don't have to read more inane, sicko-sexual comments.

    --
    "..don't you eat that yellow snow."
  23. Yeah, and what do non-geeks think? by cvd6262 · · Score: 2
    One of the worst consequences of thi cheating, no matter what the reasoning, is the way the general public percieves it. Remember Colombine? The problem people had with the kids playing Doom was that they had turned on cheats so they could kill more.

    I love playing Half-life, and I figure if I break even (Kill/Deaths) it's pretty good. You have to figure if there's 12 others trying to kill you, then that's REALLY good actually.

    Some people just don't see it that way and/or are too egomaniacal to accept it, so they cheat. They look at the 3-Kills, 7-Deaths stat and can't live with it.

    But, like I said, it doesn't matter why they do it. The fact that there is wide spread cheating in what is percieved to be a close-knit gamers' culture, makes outsiders seriously wonder if we aren't all screwed up.

    --

    I'd rather have someone respond than be modded up.

    1. Re:Yeah, and what do non-geeks think? by Nanookanano · · Score: 3

      Ask a combat vet what a winning scenario is. He is likely to tell you; no deaths and no kills. "An interesting game..the only way to win is not to play." We are being deluded into believing that a life without fifteen minutes of fame is not worth living. Read the book Stiffed by Susan Faludi.

      --
      "..don't you eat that yellow snow."
    2. Re:Yeah, and what do non-geeks think? by ucblockhead · · Score: 1

      Half-life is not combat. It is no more combat than chess is. (Chess is itself stylized warfare.)

      --
      The cake is a pie
    3. Re:Yeah, and what do non-geeks think? by sbeitzel · · Score: 1

      Stiffed seemed to me to be too little, too late. After reading The Myth of Male Power by Warren Farrell, Faludi's writing just didn't echo with me. I think she wrote about some aspects of "normal" masculinity that need examination, but I couldn't help feeling like she was ignoring some significant phenomena. In the end, although she did have some interesting insights, I found her book less interesting than irritating.

      --
      Oh, go on, check out my job.
    4. Re:Yeah, and what do non-geeks think? by Rombuu · · Score: 1

      Read the book Stiffed by Susan Faludi.

      If mindless feminist claptrap is your idea of a good time, yeah, its a great book.

      --

      DrLunch.com The site that tells you what's for lunch!
    5. Re:Yeah, and what do non-geeks think? by BinxBolling · · Score: 1
      I love playing Half-life, and I figure if I break even (Kill/Deaths) it's pretty good. You have to figure if there's 12 others trying to kill you, then that's REALLY good actually.

      No, it's slightly better than average: For each death, there is a killer (with the exception of 'accidental' or 'self-inflicted' deaths (i.e. falling from a great height or shooting a rocket at your own feet)). This means that unless you're on a server full of klutzes that keep killing themselves, there will usually be about as many kills as deaths. So the average player's performance will be to break even.

      Here's a more concrete example: On a server with 10 players, player 1 kills 2, 2 kills 3, and so on, with 10 killing 1. Then each player has 1 kill and 1 death, despite the fact that each seems to be facing 9:1 odds.

      Of course all this assumes that it's a free-for-all situation. If those 12 others trying to kill you aren't also trying to kill each other then, yes, 'breaking even' is pretty impressive.

  24. I used to cheat... by Jethro · · Score: 1

    ...in Doom/Doom2, when doing single-player.

    I mean, I was playing Doom in order to blow off some steam. The last thing I need when I'm trying to relax is to worry about someone killing me. So iddqd and idkfa it was. To my credit, I was playing at Nightmare lever wth mosters respawning every 8 seconds. But that was the idea - infinite carnage. You'd finish a level with 5000% kills...

    I would never cheat on a multiplayer game. I do get really pissed off when people accuse me of cheating just because I got them 20 times and they haven't got me.

    I get really annoyed when playing a FPS+Strategy game like Tribes, where you can deploy turrets, drop mines, etc. People accuse you of cheating for actually using the resources on the game! It's rediculous.


    --

    --


    In the land of the blind, the one-eyed man is kinky.
    1. Re:I used to cheat... by Ronin75 · · Score: 1

      I do get really pissed off when people accuse me of cheating just because I got them 20 times and they haven't got me.

      Really? My friends and I have come to take it as the ultimate unintentional compliment. Personally, I think of it as the winning the online game.

      We try to remember to take screenshots with the accusation on screen, for bragging rights. It's fun. :)

    2. Re:I used to cheat... by Jethro · · Score: 1

      I do get really pissed off when people accuse me of cheating just because I got them 20 times and they haven't got me.

      Really? My friends and I have come to take it as the ultimate unintentional compliment.


      Well, yeah, it sure is fun when people get pissed when you beat them - I don't mind that. It's when they start voting to kick me that I get pissed off.


      --

      --


      In the land of the blind, the one-eyed man is kinky.
    3. Re:I used to cheat... by Jethro · · Score: 1

      I stand corrected. It has been a few years. I think there were 5 levels, I was playing at the 4th.

      I did manually enable the monster respawn as per Nightmare though.


      --

      --


      In the land of the blind, the one-eyed man is kinky.
  25. so what? by kabrakan · · Score: 1

    Cheats are a downright manipulation of software.. thats hacking. And i respect that people can manipulate software bugs to their advantage. That is, untill cheats become more popular. Then its just script kiddie software:)
    --

    --
    Slartibartfast:"Is that your robot?"
    Marvin:"No, I'm mine."
  26. Dungeons and Dragons by digitalhermit · · Score: 1

    I'm not sure if this is all that new. When I played D&D circa 1982-85 there were all sorts of folks who would have +6 longswords, magical armor, etc.. Quite often we'd meet individual players who had crafted their characters by writing in their stats. I.e., STr 14 is too low, erase and make it 18+2. They'd get upset if we told them that they couldn't play their characters.
    I also remember the Ultima series on Apple II's and Ataris and how easy it was to boost characters. Of course, these games weren't multiplayer then.
    Your open source and free software comment was a joke, right? Here's a little substitution game:
    [blank] causes declining morals and the end of civilization.
    a) Dungeons and Dragons (1980's)
    b) Heavy Metal Music (Tipper Gore)
    c) The Internet (Bush)
    d) DeCSS (mpaa)
    e) Catcher in the Rye
    f) Jazz Music
    g) Television
    Damn. I must be morally corrupt and on the way to hell.

  27. game theory by CharmQuark · · Score: 1
    One way to test a hypothesis, check security, or learn about human behavior is to a run simulation. This practice is called game theory. This article is cool because it explicitly demonstrates the value of such simulation. In this case, we are learning about security through playing games.

    To solve the cheating problem we can take a lesson from game theory. Most people will only cheat if it benefits them. Most people will not play with others who cheat. We cannot keep people from trying to gain an advantage. Some of these advantages, like convincing people to give up equipment with promises of sex, are a gray area. Others, like hacking the code, is more clear. In either case, it is important for all players to know who the cheaters are. If cheating is obvious, then the players can do something about it.. Often, these cheaters will learn not to cheat, and sometimes will be accepted back into the game. Many of us have already gone through this process. I think it is important to set up Multiplayer Games with these realities in mind.

  28. The challenges of stopping cheating with my proj. by bugg · · Score: 3
    I'm the lead developer for a project called chessd, and cheating has, believe it or not, always been somewhat of an issue with online chess servers. The concern is that when people are playing _very_ fast games, they'll push back their clock to gain some extra time. The obvious solution is to have the server determine how long they spent on the move, but then lag is not taken into consideration. 2-3 seconds can be the difference between a win or a loss in these games of chess. We've seen examples where someone lost by a tenth of a second..

    The previous generation servers, that the earliest branches of chessd are based off of, solved this problem by what they call "timeseal". They distributed a closed source binary for a bunch of platforms to their users, and should they choose to use them, it would use the MOVE command in such a way where it would trust the time reported. This was a half assed solution, at best. Besides being easily reverse engineered, anyone who knows how to use their system's "date" command can fool it.

    The crux of the matter is, at least in chessd's case, that we can't stop cheating. We can pretend to stop people using timers, but there's no way in heck we can stop people who use a chess engine to analyze their position, etc. Hence, in our rewrite we will be implementing a "trust" system. Either the user trusts the client and risks playing a cheater, or trusts the server and bites the lag bullet. We will, of course, be doing _some_ checking on the trusted moves to make sure they aren't obviously faked. (No negative times!)

    We don't think that an E-Bay style recommendation system is needed, because frankly, the server admin can always ban someone who they have good reason to believe is cheating.

    In conclusion, you should trust your opponent out of good faith. If you can't, you can either trust the server and bite the performance bullet, or not play at all.

    --
    -bugg
  29. But do cheaters really enjoy it? by Fryed · · Score: 3
    Along with ruining the fun for normal players, cheaters (especially in FPS games) usually end up ruining their own fun as well. I remember one particular server I played on in TFC, that had only one other person online when I connected, and that person appeared to be the one running the server. After playing for about 3 minutes, it became obvious to me that he was cheating (unless, of course, someone has a rational explanation for being able to switch from the sniper rifle, to the rocket launcher, to the HWGuy's gun) The thing is, even though he was obviously cheating, I was still killing him a lot more than he could kill me. Eventually, frustrated that even with his cheating he was still losing, he decided to turn the gravity from almost none to the highest setting, making it nearly impossible for me to move, so I left after that, leaving him all alone. I don't imagine he had a lot of fun all by himself there.

    The point is, often cheaters (in certain types of games) will end up being punished automatically, because online games just aren't fun unless you have someone to play against, and no one likes playing against a cheater.

  30. not one eep by Travoltus · · Score: 1

    There has not even been one feeble eep from people who cheat, on this message board. This has been entirely a one sided discussion.

    Now that is pure boolshit. Some of y'all would like to cheat if you could, but the fact is some of you don't want to be honest about it.

    Cheating in games is nothing more than an extension of how people cheat on tests, and worst of all, how people cheat to get ahead in life. Yes. People are known to lie, steal, espionage and sabotage their way ahead in life. It is the dark side of human nature.

    That is why we invented the words treacherous and untrustworthy. Because, as Blade said, someone is always trying to skate uphill.

    ========================
    63,000 bugs in the code, 63,000 bugs,
    ya get 1 whacked with a service pack,

    --
    --- Grow a pair, liberals... stop letting the Republicans bully you!
  31. I remember the first time I cheated by JasonVergo · · Score: 1

    I remember searching the code to Adventure (Colosasal Cave) in hopes of getting me out 'You are in a twisty maze of passageways, all alike.'

    Heck anything that gets kids into programming, can't be that bad of a thing.

    For nostaliga, go download Adventure: Adventure

  32. Read about aiming proxy.. by cOdEgUru · · Score: 4

    (From the Article..very interesting. read on) An FPS aiming proxy works like this: The proxy program is run on a networked computer and the player configures it with the address of the server they are going to play on. They then run the FPS game on another machine and connect to the proxy machine, which in turn connects the game to the server, acting just like an Internet packet router.

    The only hitch is that the proxy monitors and attempts to decode all of the packets it is routing. The program keeps track of the movements and locations of all the players the server is reporting to the game, building a simple model. When the proxy sees a Fire Weapon command packet issued by the cheating player, it checks the locations and directions of all the players it is currently tracking and picks a target from them. It then inserts a Move/Rotate command packet into the stream going to the server in front of (or into) the Fire Weapon command packet that points the player straight at the selected target. And there you have it: perfect aim without all the mouse twisting. (End of Article)

    I just cant help thinking, these guys are so desperate about cheating. All this effort could have been spent on building something productive or learning how to use the mouse with the keyboard and kicking bots ass. Why cant we just learn to lose sometimes. Why is winning so important ? I have had my ass kicked by bots and humans alike, but I jump right back up and rail his sweet ass to kingdom come. Gaming is not all about winning, but its about perspiration that drips from your eyebrows, but you cant wipe it off, because you know your enemy is out there, seeking you out with a railgun combined with the power of Quad Damage, with an ethereal blue shadow to his skin, and you wish you were somewhere else... :)

    1. Re:Read about aiming proxy.. by Field+Marshall+Stack · · Score: 1

      I suspect that this sort of cleverness is much less of a waste of time than devoting yourself to the Ancient Art of Quake Fu. Like the guy said, most likely the cheat developers are going to be the people writing the next generation of games.
      --
      "HORSE."

      --
      "HORSE."
      -Flaming Carrot
    2. Re:Read about aiming proxy.. by zatz · · Score: 2

      It's a little harder than the article says, actually. The proxy has to grok the map, too, or you fire at walls with people behind them.

      I wrote a Q1 proxy... but it was designed to be run on the SERVER. (I had to do magical loopback things to convince a Q1 server that each connection was from a different client, because it mostly ignored port numbers... required multihoming on most IP stacks.) It was meant to fix some lame problems with existing CTF mods (they couldn't even reliably kick players or enforce team colors), and to help players make macros to report their status to teammates. I was even working on some weird features like a good spectator mode (unlimited connections, ghosting another player without help from the server), and server side demos (merging all the event streams from different clients to make a single demo that included all the gamplay).

      Anyway, I spent a lot more time on that, and tools to query lists of servers (before gamespy existed), than I ever did on cheats. But Q1 wasn't very popular anymore by the time I started on the more interesting stuff, so I never really finished it due to lack of demand :(

      --

      Java: the COBOL of the new millenium.
    3. Re:Read about aiming proxy.. by Anonymous Coward · · Score: 1
      Why cant we just learn to lose sometimes.

      Because if we learned to lose, then Hitler would've won. And what kind of world would that have been for our children?

      You do care about children, don't you?

    4. Re:Read about aiming proxy.. by Sheik+Geek · · Score: 1

      I have recently been playing an online game. When I found it becoming increasingly boring, I decided to find loop holes in the game. A little background first. This is an online version of TradeWars. I figured I would find ways to manipulate the system. These acts, even though they were cheating, were as exciting, if not more exciting then playing the game itself. Most RPG are about exploring a world, does not the code that make that world, become part of that world. So in this TradeWars game I found that I could land on others planets with out their permission. (I called that my secret agent bug). I could steal other combat drones (double agent bug). You get my point. There wil be cheating. There will be cheating in real life (oops did I get that promotion and you didn't, speeding, stealing, etc). Deal with it. There should be an incentive for these "HACKERS" to report the bugs, so they can be properly addressed.

      --
      The posting above is just this .sig's way of propagating itself
  33. But Cheating is Allowed!! by (void*) · · Score: 4

    Or how would Neo dodge bullets or bend spoons in The Matrix???

    1. Re:But Cheating is Allowed!! by Tyrannosaurus · · Score: 1

      There is no spoon.

      --

      ---
      Gort! Klatu Barata Nikto!
    2. Re:But Cheating is Allowed!! by swerdloff · · Score: 2

      Yes, but what you have to realize is that there is no spoon, and it's only you that bends.

      [which, with reference to gaming, implies to me that if you're using a 'cheat' and racking up kills, it's you that's _getting_ cheated, because instead of learning to play and being good at it, you're merely bending yourself...]

    3. Re:But Cheating is Allowed!! by nEoN+nOoDlE · · Score: 1

      He's not breaking the rules, there is no spoon, or bullets!

      --
      Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
    4. Re:But Cheating is Allowed!! by WNight · · Score: 2

      Nor is there a railgun in Quake3, but if you use a proxy bot to shoot railgun slugs at another nonexistant player, that's cheating...

      If you don't play by the same rules as everyone else, it's not a fair game.

      (Why was Neo a hero? He wasn't good at anything, he simply had a magical power (as far as people in the sim could tell). He didn't actually do anything based on actual skill, he auto-trained for things, basically, using scripts... Yay, what a hero... Whoa!)

  34. You Must Cheat To Even Out The Playing Field by KiwiKing · · Score: 3

    Yes I've used the map hack on Starcraft- not to cheat, but to give myself a fighting chance because cheating is so widespread on BNET. The whole balance of power concept from that Star Trek episode where Kirk in response to the Klingons arming one side of a warring faction, broke the rules and armed the other side in order to create an equilibrium. It's a never ending cycle because everytime a patch is released, the new hack follows in a matter of days. Maybe trying to cut corners for that edge is just human nature.

  35. Re:Is anybody surprised that RPG's encourage this? by gwernol · · Score: 2

    RPG's encourage kids to live in a fantasy world.

    etc.

    Like adults, children are very good at distinguishing fantasy from reality. Many children play games (computer-based and otherwise) in which they can fly, yet relatively few of them attempt this in the real world. Either you fail to grok this, or you have an extremely low (and deeply incorrect) estimation of the intelligence of children.

    --
    Sailing over the event horizon
  36. Q3A by sometwo · · Score: 1

    one of the most annoying things is when people become ghosts in Quake 3 Arena. Somehow by overrunning the buffer, they can make it so they can't be touched. I will usually leave a server as soon as I see one. this is why I will be buying Unreal. (I only play Q3 demo).

  37. What about single player mode? by Johnathon+Walls · · Score: 3

    As someone without a cable/DSL/anything above 33.6, I have little interest in multiplayer gaming. I typically buy games only for single player only.

    It drives me insane when I hear an announcement that X game is delayed to correct a few multiplayer cheat bugs. *I DON'T CARE*. Why do I have to sit and wait because some poor attention-starved loser wants to cheat on a part I will never use?

    Add to that the added insanity (disclaimer: I believe single player games should allow me to cheat my damn brains out - i bought the game, let me do what I want with it) that sometimes developers disable cheating entirely in the game as a way to deal with the multiplayer bugs.

    How are they going to solve that? Sell two separate versions of the game? I'd also expect it to be cheaper than the single+multiplayer version.

    Is there any reason why this can't be done? Or am I, as a single player, destined to be ignored due to the complaints regarding a game I don't even play?

    1. Re:What about single player mode? by The+Optimizer · · Score: 1

      Most modern games use an engine design where below a certain level, AI players are no different from Human players. With that, it would be much more work and trouble to create two versions of the game.

      I've never really heard of a case as you described where the initial release of a game was delayed.

      Anyway, most people like the idea that they could go online later even if all they plan to do is play single player for now.

      -Matt Pritchard

    2. Re:What about single player mode? by Carthain · · Score: 1
      It drives me insane when I hear an announcement that X game is delayed to correct a few multiplayer cheat bugs. *I DON'T CARE*. Why do I have to sit and wait because some poor attention-starved loser wants to cheat on a part I will never use?

      You have to wait because any delay of the game for that reason, would be not because the programmers want to stop cheating, but that they want to release a quality product that will allow people to play fairly and equally (at let everyone have fun).

      Add to that the added insanity (disclaimer: I believe single player games should allow me to cheat my damn brains out - i bought the game, let me do what I want with it) that sometimes developers disable cheating entirely in the game as a way to deal with the multiplayer bugs.

      No, you bought the game to play by the rules that were set out by the programmers/concept designers. If you want to cheat however you want, go find a game to buy that will let you do anything and everything.

      Personally I am against cheating for the most part. I have used cheat codes before, but it was only used to help my game play out. ie, no-clipping in quake so I can see the layout of the map and figure out where the hell I'm supposed to go, or I used (once) the 'show map' command in Starcraft. I did this because everytime I played against the computer, it kicked my ass. Then I watched what it did, and learned from it. I can now beat the computer without any cheats.

    3. Re:What about single player mode? by Johnathon+Walls · · Score: 1

      Diablo II was delayed to test the Battle.net servers. That might not be a case of cheating, but it's a delay due to multiplayer

      Also, if it takes them X days to deal with cheating issues, then the game is delayed X days.

      My point is, I *never* go online, nor do I want to. I'd like a single player game (take out the networking or something) only.

  38. Re:Early training affects kids, you can't deny tha by Antipop · · Score: 1

    I think that most people forget that the "kids" playing these RPGs are not your impressionable 5 or 6 year old but teenagers and young adults. Seriously, do you think a young kid, even if he's a little older like 8-9, could get a handle on the complex AD&D rules? Or play even the simplier CRPGs? It's not very likely (or common). The little kids I know play Nascar and football games on their computer, the teenagers play Diablo II and Icewind Dale. For "real" RPGs, the little kids have never heard of AD&D or Magic The Gathering while the teenagers play them for fun. It doesn't go beyond that. I can see a little kid being influenced by their thief character in Diablo II (At the store: "I'll be just like Goron the Thief and steal this piece of candy!") but the teenagers know better. Teens are not as stupid/niave/impressionable or whatever as adults seem to think. Give us some credit, playing a stupid game on your computer or sitting around with friends playing AD&D does not make teens lie, steal, and cheat. It does let us have a little fun.

    -Antipop

  39. You've an important distinction there... by SvnLyrBrto · · Score: 2
    The "skript kiddie" cheater, who reads the cheat codes from isucksogivemecheetcodez.com, and downloads the cheat patches.

    vs.

    The "hacking cheater, who opens the binary in a hex editor, actually groks what's in there, and figures out the cheat codes, AND mabye WRITES the very patches that he cheats with.

    The first kind, is really kind of contemptable. And I, for one, doubt that anyone really buys into his "sk1ll3z".

    But the second kind... well hacking up the executable of someone elses game (and generally the source is NOT available in MOST games)... that takes GENUINE skill. And not only to I NOT hold these guys in contempt, but I think that we could agree that THESE guys are due some respect. Patching executables is a dying art in this era of fast and smart compilers, linkers, and assemblers. Hell, most people would never even THINK to even LOOK at an executable in an editor, much less CHANGE anything. My kudos to the guys who can still do it.... and do it well.

    john
    Resistance is NOT futile!!!

    Haiku:
    I am not a drone.
    Remove the collective if

    --
    Imagine all the people...
    1. Re:You've an important distinction there... by nmx · · Score: 1

      Indeed! Although I wouldn't be happy to discover that people were cheating in an online game I was playing, I have respect for the guys who actually have the skills to look at an executable in a hex editor or dissembler and change it to do their bidding. It's something I wish I could do myself (for the sake of doing it, not for the sake of cheating in a real game) but maybe I'll pick some knowledge up in my Assembler course this fall.

      --
      "Well kids, you tried your best, and you failed. The lesson is, never try."
    2. Re:You've an important distinction there... by Gurlia · · Score: 3

      Agreed absolutely!!!!

      In today's age, understanding how the machine actually works is wayyyy underrated. People don't care about it anymore because they now grow up with smart compilers---or worse, they grow up buying the lie that just knowing how to use applications is "good enough" (umm, what if that app becomes obsolete, God forbid?!), and teachers de-emphasize it because it's not the "industry trend".

      *I* say, screw the "industry trend". You need to understand how the thing actually works. I haven't researched this, but I'm willing to bet that people who don't know how the machine works write poorer quality code than those who do. I'm not talking about obsessive "optimized" coders who tweak the last ++ operator in C and abuse #define's to get a "100%" efficient program (only to get totally screwed over by the optimizing compiler that gets totally confused by the weird code and spits out poor executables). I'm talking about people who've had solid experience in assembly language programming. They are the ones who understand what exactly goes on in optimizing compilers, and how to take advantage of them. (John Carmack, anyone?)

      People think that assembly language programmers will become extinct. Everybody around me says so. But they don't realize how much understanding you can gain just by learning how to look at a hex dump, and with a good reference on your processor's assembly language, locate where a piece of code might be, and then figuring out how to patch it to do what you want. Figuring out how to locate a piece of code in a large binary executable, possibly with no information on what is code or what is data, this in itself will be such a valuable learning that you won't ever regret spending the time and effort. You may not actually use this in your career, but who knows, the kind of logic that you need to apply to this kind of problem may well earn you a good income. And then of course, after locating the piece of code you're interested in, constructing the patch to it -- which must take into account many constraints like size, which often severely limits what instructions and addressing modes you can use -- and applying the patch... the kind of analytical thinking that you need to accomplish this will be such a help to you that even if you'll never touch assembly language again in your life, you won't regret having learned how to deal with it.

      It's not that assembly language programmers are stubborn or trying to hold on to "outdated" methods; rather, it's that young programmers spoilt with modern conveniences and short-cuts are deprived of an experience that may make a huge difference to their abilities, even if their area of expertise will be programming in a high-level language.


      ---
      --
      mikre he sophia he tou Mikrosophou.
  40. Re:Slashdot contradiction? by Izaak · · Score: 3
    But now that someone posted an article about the security of multiplayer games, hacking suddenly becomes a bad thing. It is "evil" to play around with a game you bought and to try to find out the security holes it has.

    I didn't get that message from it. I don't think it is evil to hack on a game and find its weakenss. It IS evil to use that knowledge to screw with an unsuspecting person's game. Well, at least it is rude. I've considered writing a Battlezone bot just for the fun of it, but you can be darn sure I would have let other players know it was a bot they were playing against.

    In the end, I decided to write my own game instead (or more correctly, a game toolkit). Sorry about sneaking in that shamelessly self serving plug. :)

    Cheers,

    Thad

  41. Contra by vitaflo · · Score: 4

    Looks like "Up, Up, Down, Down, Left, Right, Left, Right, B, A, Select, Start" has been the downfall of human kind.

    1. Re:Contra by DrEldarion · · Score: 1

      Life Force used that code as well, and LF was a much better game ;)

      -- Dr. Eldarion --

    2. Re:Contra by jayhawk88 · · Score: 1

      Or is it perhaps A-B-B-A (Ikari Warriors)?

    3. Re:Contra by rattid · · Score: 1

      it was B, A, B, A, (select for 2 players), start. that code was in a lot of Konami games

    4. Re:Contra by mikael_j · · Score: 1

      yeah, the good old konami code, raises the powerup meter one step in gradius. =)

      Mikael Jacobson

      --
      Greylisting is to SMTP as NAT is to IPv4
  42. Why not a trust model? by Fizgig · · Score: 4

    Why not skip the technical solution and go for the social one? Sort of like Advogato's trust model, or maybe more like PGP's key exchange mechanism. I trust Anna, who trusts Bob, so I trust Bob. Stuff like that. If someone cheats, you don't trust them. That way you don't have to trust everyone explicity, but you still have a wide pool to play from. Perhaps this is a bit too complicated for the average FPS-player (I'm not sure it could be implemented to where I thought it was easy). Do any games have solutions like this? Of course, such a model could possibly be abused and would put new players at a disadvantage (aren't they already, though?).

    1. Re:Why not a trust model? by alleria · · Score: 1

      But what about a cheating clan that simply 'trusted' each other at the highest level, and then got someone else (or a few other ppl) to trust them?

    2. Re:Why not a trust model? by Fizgig · · Score: 1

      Well, assuming it's like PGP mechanism, there'd be enough redundancy that if they are actually cheating, you're far more likely to know someone who explicity distrusts them than someone who explicity trusts them. Certainly some people would get away with cheating a few times, but this might minimize it.

    3. Re:Why not a trust model? by mrogers · · Score: 1
      The reason this wouldn't work with current games is anonymity. As the article points out, even if you expose a cheat and get him kicked off the server, he can just set up a new identity and start cheating again.

      A possible solution to this would be to distribute unique user IDs with each copy of the game. You would need to supply the serial number from the sticker on your CD case when logging on to a server. The game would include a way for users to "blacklist" players who they suspected of cheating. Your blacklist would be checked against the list of logged-in players before joining a game, and you would be warned if suspected cheats were present. Also, your ID would be checked against the blacklist of each logged-in player, and if you were on someone's list you would be refused entry.

      If you got onto a lot of players' blacklists, you would find it hard to find anyone willing to play against you. Make it easy for players to share their blacklists (over IRC etc), and you have the beginnings of a trust model. New players wouldn't be at a disadvantage, because everyone would be innocent until smeared.

      $ cat < /dev/mouse

    4. Re:Why not a trust model? by mrogers · · Score: 1
      Sorry to reply to my own post.

      I should amend my earlier suggestion of typing in the serial number on your CD case: the number would have to be hashed by the server, and the hash, not the serial number, would be used for blacklisting. Otherwise it would be easy to get hold of other people's serial numbers from blacklists and use them as disposable identities.

      $ cat < /dev/mouse

    5. Re:Why not a trust model? by boomzilla · · Score: 1

      Because multiplayer game-life is short, and the bonds of trust which hold society together (having been developed over countless generations, and still under development) do not have time to evolve within the few months that a multiplayer game is really active. The concept Trust is complicated and takes thousands of years to develop - it's not like a story where the heroine trusts the hero just because his name is Hiro Protagonist. Why don't any of the local Chapters have a copy of Snow Crash?

    6. Re:Why not a trust model? by Fizgig · · Score: 1

      Or you could just use thresholds. Start everyone out at 0, like Ebay, I guess. You go up or down depending on how people like you. If your reputation is trashed, start again at 0, but most people would limit themselves to associating with positive-numbered people (especially since it would only be absolute newbies and cheaters who would ever be at 0; not the kind of people most want to play with anyway).

  43. Re:Slashdot contradiction? by Sloppy · · Score: 1

    There is no inconsistency.

    Hacking suddenly becomes a bad thing? Nope. Hacking is good and always will be. If anything, the article just re-asserts the chant "There is no security through obscurity."

    Are closed source programs a good thing or a bad thing?

    Neither, but an open source program is preferable. :-) And in the context of games, open source immediately ends even the pretense of client-side security, so that it can be addressed. With closed source, there will always be some people who aren't sure, who think maybe it really is secure. That is the kind of environment that the cheaters want.


    ---
    --
    As copyright owner of this comment, I authorize everyone to defeat any technological measure which limits access to it.
  44. Re:Slashdot contradiction? by egburr · · Score: 1
    No, the evil part is not the hacking of the game (or OS). The evil part is the using the hack to gain and use an unfair advantage over the other players in the game.

    Also, most of the "security through obscurity" that was mentioned dealt not with hiding how something was done, but with making it hard enough to locate data during any single session that the usefulness of that data is gone by the time it is found. Even if the game were completely "Open Source", every suggestion made is relevant; the author essentially acknowledges that the software will be so thoroughly analyzed by some people that they might as well have the source code.

    Edward Burr

    --

    Edward Burr
    Having a smoking section in a restaurant is like having a peeing section in a swimming pool.
  45. No solution, period by kevin805 · · Score: 2

    I don't see how there could be any solution to this. In theory, you could take your cheating all the way to a massively complicated AI you plug in between the machine the game is running on, and the keyboard, mouse and monitor you see.

    There's also no solution to having more information than you're supposed to -- how about turning up the brightness on your monitor? How about using video drivers that allow you to up the gamma? Maybe automatically adjust the levels so that contrast is perfect?

    There's stuff you just can't control. But the stuff you can't control isn't necessarily the interesting part of the game. I don't play video games because I'm always insanely frustrated by stuff like why my peons seem to have such pathetic AI. Try to design the game so that cheating doesn't matter, rather than trying to make cheating hard, and you've got a great game. Imagine -- how could you cheat at Sim City? You can't (other than trivially: more money, etc), because the decisions you make in Sim City are decisions that a computer can't (currently) make.

    On the other hand, testing your skill in spotting stuff on a dark monitor screen, or in getting the mouse just perfect, isn't all that interesting.

    1. Re:No solution, period by Fizgig · · Score: 1
      In theory, you could take your cheating all the way to a massively complicated AI you plug in between the machine the game is running on, and the keyboard, mouse and monitor you see.


      Unfortunately, such a massively complicated AI has already been created. The world hasn't been the same since.
  46. Cheating in Open Source Games by Izaak · · Score: 3
    This was an interesting article, but most of the *fixes* described were basically ways of obfuscating the code or the game data. This works fine in a closed source game but is near impossible in the open source world. I am working on a game SDK and an eventual *massively multiplayer* RPG... and the cheating issue concerns me.

    The best strategy I can see so far is to keep the authoritative simulation on a central server. Game character data would have to be stored and authenticated by some central authority as well. My vision for a MMRPG involves a network of virtual worlds running on many servers, and that makes the who cheating issue even more complicated. Anyone have any thoughts to share on that?

    BTW, you can check out my SDK at www.gridslammer.org.

    Later,

    Thad

    1. Re:Cheating in Open Source Games by Tom7 · · Score: 1

      Yeah, this is what I kept thinking too. With full source available, how can we trust any client?

      In the non code-geek Quake community, do you know they actually curse the name of John Carmack for releasing the Quake 1 source GPL? Apparently the level of cheating is so severe that it's not even fun any more (Yes, people still do play Quake 1!)

      Never trusting the clients is definitely the best way to go, within the limits of your game. Diablo's cheating was so bad precisely because it was peer-to-peer. Quake (2, 3) cheating tends to be less prevalent, since most of the game is controlled by the server. Nonetheless, it's too much work for the server (at least, today) to control every aspect of a fast-paced FPS.

      I've thought a lot about this problem but haven't come up with any good solutions. I find it very interesting, though, and I think it's something that GPL-heads need to figure out if they hope to realize their dream of a free-software filled world!

    2. Re:Cheating in Open Source Games by Perdig · · Score: 1

      That's a very interesting topic. When I first read about the opensource GGZ project, that would create a opensource yahoo-like online gaming enviromment, that was the first thing I thought.

      In order to prevent cheating, the games must run on a client-server basis. Just think of a poker game in a peer-to-peer mode. If the players program sent to each other their cards, is easy to take a look at the source code and hack the client, so that it shows the cards of the opponents. However, if they don't do that, is also easy to hack the code and make you always start with a royal straight flush.

      A client-server model would fix that, but sometimes it just don't make sense, like a two-player game. I wonder how the ggz guys addressed that. (if any of the developers is reading that, please tell me how! :) )

      --
      ---- Email is reversed
    3. Re:Cheating in Open Source Games by 2nd+Post! · · Score: 1

      You're right that proxies become moot in an Open Source game. In that case, a trust model(hopefully built into the game SDK) is all that can be used.

      It's a social issue, at that point, as well as a design issue. Reduce the game advantage/bonus/penalty of reflexes, and you reduce the cheating on reflex actions.

      As for the command request system, that seems to work in an Open Source game/sdk, doesn't it? Another option available to the programmer is to have 'asserts' on the game world such that the player's actions cannot stray from some set formula, and that all player's formulas must match. So if a player cheats, it will be limited to whatever *all* the clients accepts. IE, a client can't make an unreasonable request, as governed by the people playing.

      Open Source doesn't affect that at all, I don't think.

      Information exposure can only be caught when the user acts on information he cannot have gathered 'legally'

      The fog of war can effect can be done effectively if each client 'requests' information from each other. IE, there is an API as presented by the game interface. Radar towers give a radius of sight that all other players respond to. Cheating towers won't work because it's up to the other players to provide the information, and cheating players won't work because if they don't provide that information, they can't interact with the tower because the tower owner doesn't acknowledge that those units exist! This can be extended to unit to unit visibility as well, but this may be excessive network traffic... Perhaps it's not so bad though, since movement and unit change generates this kind of data anyway!

      As for visibility, again a peer trust system would work; each client should know what the others can see, even if it never tells this data to the players themselves, and if a player acts on data he should not be able to see, the other clients will know this as an illegal request.

      How about the case of a resource that Cheater A is moving towards because he can see it? Perhaps make 'cheats' part of the game, again. Spies who keep track of troop movements(not perfectly, of course, but with some degree of accuracy), counselors who try to gauge the enemies defenses, resources, and strengths, etc.

      It doesn't seem to be an issue of Open Source/Closed Source as much as designing the game in the first place to be cheat free, and to make it unnecessary or unenjoyable to cheat. Social engineering and good game design, I think, mean more than anything else code releated. Code can be hacked. Good strategy and communication cannot.

      Bye!

    4. Re:Cheating in Open Source Games by Izaak · · Score: 2
      It's a social issue, at that point, as well as a design issue. Reduce the game advantage/bonus/penalty of reflexes, and you reduce the cheating on reflex actions.

      I've come to basically the same conclusion myself. I've decided that my MMRPG will be a strategy game more than an action game, so the 'enhanced reflexes' issue is not so important. Also, it means the network protocol need not be quite so chatty, so a server can support more simultaneous users.

      The server code will be open source, so there is the possibility of a person putting up a hacked server and running a world where they can cheat, but that is where the social engineering part of it comes into play. When they are found out, other game server admins can vote to exile that server from the web of worlds. We still need some sort of trusted repository for game character data and maybe a 'central bank', but I think that can be worked out. If anyone thinks this would be fun to work on, please join the GridSlammer mailing list.

      Thad

    5. Re:Cheating in Open Source Games by 2nd+Post! · · Score: 1

      Perhaps keep the game character data local to each/all players? On a per game basis, of course. So for example, there is a registry on a server somewhere that holds templates for characters. A new player uses one of these templates, and creates a new character. As the player progresses, saves occur and the player is uploaded to the repository.

      Then whenever the player plays again, a check vs the two is made, as well as allowing the player to be downloaded by all the client machines, because at this point the player is a part of the world too. Then each machine is used to keep the player's character in synch with each other and the main repository?

      Bye!

  47. Ultima Online by Mondo54 · · Score: 1

    Cheating really hit a new low with Ultima Online. Because it was the first persistent MMORPG brought to the masses, it was really asking for it. Duping, house-breakins, hacked stats, 3rd party clients, etc. What really sucked was that there was no avoiding it (like you could in Diablo), and at times, due to the persistent nature, even forced you to play or respond back even when you didn't want to. You literally couldn't put the game down, and only later did I realize how pure evil this is. Once, I stayed up for 4 hours when I should have been asleep for work, defending my friend's house from a few players using the latest house-breakin exploit. So far, Diablo II is working out pretty well. Multiplayer on closed Battle.net seems to be clean, and coop play, even among anonymous players, can be trusted. It suffers from the resulting lag of anti-cheating measures(storing characters on there servers), but it's well worth it.

    --

    But isn't the purpose of the Doomsday machine lost if you keep it a secret!
  48. A problem with this argument. by Christopher+Thomas · · Score: 2

    This would not happen if playing these games honestly was as fun as it is supposed to be.

    Not true.

    All it takes is one person who considers it more fun to harrass their fellow players than to play the game.

    These people will always exist, no matter how good the game is. Look at the slashdot trolls for an example.

    Any system that has to deal with a vast number of people will have to protect itself against the small but occasionally very capable minority who will actively try to ruin it for everyone else. This applies to games, public forums, network administration, and many other aspects of life.

    1. Re:A problem with this argument. by Pulzar · · Score: 1

      >>This would not happen if playing these games honestly was as fun as it is supposed to be.

      >These people will always exist, no matter how good the game is. Look at the slashdot trolls for an example

      Maybe posting meaningful messages to Slashdot isn't as fun as it is supposed to be? :)

      --
      Never underestimate the bandwidth of a 747 filled with CD-ROMs.
    2. Re:A problem with this argument. by Fred+Ferrigno · · Score: 1

      Pshaw!

      I've done a few custom hacks on Diablo 2 (yes two) myself, and I can tell you it has nothing to do with harassing other players. (I haven't released any cheats nor have I used them on a character I played seriously or competitively.)

      To tell the truth, I think this guy is pretty much right on. D2 repeats itself (with harder bad guys) once you beat it the first time around, and I found it was much more fun to test everything and try to change every little aspect of the game.

      --

  49. Offtopic, WHAT? by reason78 · · Score: 1

    Cmon mods... This says nothing about online game cheating. Save your points for someone who has a point.

    --
    Boycott Shampoo! Demand REAL POO!
    1. Re:Offtopic, WHAT? by dolanh · · Score: 1

      I had a point. It was not to confuse the issue of online cheating (there, I said it) with a supposed decline of moral values. Moreover, that peoples' values have not declined at all over time -- instead what we are witnessing is an increase of communication, and the fact that everyone gets to see everyone else in an oddly anonymous way, and what that entails as far as the way people choose to act. Admittedly I could be more coherent, but i've had a long day.

      My post wasn't modded up, it was posted at +2; otherwise you'd see something like "interesting" attached to it. I'm posting this one at +1 just because I can :)

  50. encrypting key variables with XOR by e_lehman · · Score: 1

    The first strategy is to encrypt very significant values in memory at all times. [...] A communicative [?] function such as XOR is your friend here, as it alters values upon storing, restores them upon reading, and is extremely fast. The whole point is to make it very hard for the hacker to find the variables he is searching for in the first place. Values the hacker would know to look for are not left around so that a simple scan can find them.

    Take two images, XOR them, and search for the change in the key variable instead. *Splat!*

  51. Nit-picking by The+Rizz · · Score: 1
    Then either the game .EXE file is modified to initialize those map control values differently

    ...it became platform-dependant [...] .EXE files?!?

    The paper was still on-topic and to the point.
    Just because he used a term that 99% of readers will recognize (.EXE files) does not mean he was talking only about .EXE's.

    Would you have preferred he said something like "different file types that can be run on different platforms as the game developers see fit" or some other annoyingly long phrase?

    Who cares what file type he used for the example?

  52. They'll kill me for this, but... by Brand+X · · Score: 3

    Out there on the web, we've got this site...

    MUD-Dev is a professional and advanced amatuer discussion and design sharing forum, based around a mailing list and the kanga.nu domain. These topics are a regular subject of discussion there.

    Follow this for a philosophical/technical discussion about trusting the client; includes significant amounts of contribution by Raph Koster (OU's Designer Dragon)
    This is a currently running discussion about controlling "grief players"...

    Take a look... there's some good stuff in here.

    --
    -- Still waiting for the Nike endorsement
  53. Can be 'foiled' by Thomas+Charron · · Score: 4

    Look at how many hacks and/or cheats that have been uncovered in Everquest. Nada.. Ziltch.. A few cheats that have been quickly 'repaired', but those that resided in the 'buisness logic' of the game.

    One has to ask how they did it. And I can tell you one thing, it wasn't with client side logic. ;-P

    They do virtually *EVERYTHING* that this article says is a big nono, or simply not possible. Yet they are successfull. They take some addition precautions as well, such as not allowing the app to run minimized, therby making it a *little* harder to hack while running. They encrypt all local files, and do a CRC check on them. If they fail, they update them. All communications is encrypted, and yet they still maintain decent framerates..

    Granted, their framerates aren;t their selling points, but the game is playable with *hundreds* of people in the same zone..

    --
    -- I'm the root of all that's evil, but you can call me cookie..
    1. Re:Can be 'foiled' by PhiRatE · · Score: 2

      I hate to burst your bubble..

      http://www.hackersquest.gomp.ch/html/seqfiles.sh tml

      The ShowEQ program, with equivalents under Win, gives you plenty of information-leakage advantage under EQ. It reassembles the packet stream itself..so much for encryption..Also on that site, code to read all the data files, and some code which emulates an EQ server. EQ is just as vunerable as everything else I'm afraid.

      --
      You can't win a fight.
    2. Re:Can be 'foiled' by Mike+A. · · Score: 1
      Verant apparently deals with this problem, not by technical design, but by being as hardcore as they possibly can about detecting and shutting down people who use tools like this.

      They even used to scan players' hard drives for ShowEQ until they had to back down in the face of a massive uproar over the privacy issues involved.

      --

      --

      --
      Do I look like I speak for my employer?
    3. Re:Can be 'foiled' by Dirtside · · Score: 2
      The reason this isn't a big deal is because, for the most part, EQ is about the player vs. the environment, NOT player vs. another player. Most multiplayer online games are about player vs. player, but (except for on the PvP servers, which are only 3 out of 34), you're just fighting the environment. It's not as big a deal if you cheat the environment, because it doesn't usually affect other players! Verant still doesn't want people cheating, but because of this, when someone does get info using ShowEQ (or whatever), it's not as big of a deal.

      To put it another way, you're never getting any info that they aren't already sending you; you're just using a program to ease the analysis of it.

      --
      "Destroy science and religion. Science would re-emerge exactly the same; but not religion." - Penn Jillette, paraphrased
    4. Re:Can be 'foiled' by (some+random+guy) · · Score: 1
      Hate to burst your bubble, but I have witnessed cheats and hacks for EQ that would shame the developers. Of course, I haven't seen them used in a destructive manner; the only people who have them belong to some sort of "white-hat" non-abusive group. I'm not one of those people so I don't know exactly what the full capabilities of their hacked clients are, but I do know for a fact that they have full access to GM commands.

      But since such exploits aren't wide-spread, I'd say that EQ meets the one important criteria from the article - hacking the game takes more effort than 99% of the cheaters are willing to give.

      My hat's off to Verant for not creating another UO...

  54. The real problem? by Shin+Elendale · · Score: 1
    Why do people care about cheating in RPGs? I, for one, could care less about your hacked character with 2^80 HPs... as long as you don't try to PK me. I had an experience a while back in a MUD where a character was exploiting a trick that basically made him the invincible PK god. The admins said that this was cheating and they were working on a way to fix it, but they would need some time. Of course, the guy who figured it out was going along killing characters 'for fun' and decided to slaughter me a bunch of times. Wrong move, the owner of the box the MUD was on both was my personal friend and online at that time. After a few times being summoned and killed, the admin and i got together and he gave me a modified weapon that did lotsa damage and warned the cheating guy (not me, the other one) that more abuse of that exploit would not be tolerated. Well the admin was laughed at and i was summoned again. When i chopped him into bits he complained about how it was 'unfair' and how getting the help of admins was cheating. Hmm...

    Now i'm not real sure what lesson should be learned from that, but i do have a point to make :) The whole 'stimulus-response' deal is incorrect for PK situations in RPGs. You mentioned FPS games where cheating is not as rampant, but what were the Diablo cheats all about? PK. In D2 a lot has been done to stop this, and i think it will be rather successful. Blizzard doesn't really care if you cheat and add skills/stats/items to your character, but the problem is when you use those abilities against another player. Draw your own conclusions.

    -Elendale (*sniff* i love the smell of burning karma...)

    Karma burn coming
    As i meta-troll again

    --

    IANAT (I Am Not A Troll)

  55. Make the 'cheat' a feature instead! by 2nd+Post! · · Score: 1

    Perhaps Godlike aim could be controlled with multiple target zones, having protected and armored target zones, etc. So players would be able to customize the 'avatars' to wear armor or force fields in such a way that the cheater can't 'automatically' aim on the lesser protected fields. Of course the cheat program can probably always keep track and start 'aiming' for the less protected fields, but then again, the smart game would have the players always compensating anyway to beef up the most attacked region.

    And about the 'script' for WC2? Shouldn't that be a feature of the game!?! Shouldn't we be able to automatically, by default, produce peons and ogres, etc? Civ had this, in a very rough way. Then it's level on all sides, and becomes a game of skill and planning, instead of reflexes.

    Take away the reflex penalty/bonus, and reflex augmentation is not part of the game.

    In FPS, that may be impossible because the game is so heavily reflex based anyway!

    Bye!

  56. Which not make a game for hackers? by jonathanclark · · Score: 4

    I think someone should make a persistent world game designed for programmers. Instead of having them focus their energy destroying the experience for other players, why not make a game that encourages programming/hacking - in fact it requires it.

    That is, all the entities in the game are controlled by computer programs, which are written by the players. The programs can run remotely on their machines and make request over the network (with some human guidance) or they can run 24hrs a day on a Java Servlet on the server.

    The idea of programmers writing robots for a game isn't all that new. A long time ago there was C Robots. About 8 years ago Dave Taylor and I got our start in the gaming world by running the National Programming Contest for IEEE. This contest had a fresh new game every year that was played by client programs and run on the IBM AIX platform (they gave us free machines). Our contest were simple because contestants only had one weekend to make a client, but I can imagine a much more complex and interesting world for clients to play in.

    What is kind of new here is the idea of a persistent world. As players get more advanced they can have their characters spawn new ones. A computer program can control 10 people almost as easily as 1. And computer programs can play 24 hrs a day, but human players have to sleep. And for someone looking to make money - you could charge for "hosting" the client program.

    1. Re:Which not make a game for hackers? by Ronin75 · · Score: 1

      I think someone should make a persistent world game designed for programmers. Instead of having them focus their energy destroying the experience for other players, why not make a game that encourages programming/hacking - in fact it requires it.

      Like it says in the article, the cheaters are not looking to demonstrate their programming skills in an online gaming medium. They're just lame; they want to feel cool and/or want to wreck it for everyone else.

      So I don't think that an all-programmer game would help. I mean, a semi-implementation of what you describe was present in Baldur's Gate. In that game, you control characters in real-time, but they have default behavior when they enter conflict. There is a scripting language that lets you programmatically regualte the default behavior of your characters. That was last year. AFAIK, it was never used by the public.

      Cheaters are just lame.

  57. Re:Don't be an idiot. by SuperCujo · · Score: 1

    They get ahead by lying to those people, cheating those people, stealing from those people.

    Isn't this how politics and the corporate world works?

    --
    --- Can i borrow your Clue-Stick(tm)? I need to go beat a few people with it...
  58. Re:Slashdot contradiction? (no, it isn't) by Silent+Node · · Score: 1
    I seem to recall the author explicitly stating that there is nothing fundamentally wrong with cheating a single person game, because it only effects the person using the "cheat". There also wouldn't be anything wrong with exploiting a multi-player game, except that it unbalances the experience for the others playing it.



    This whole issue comes down to a simple matter of "consensual crime". So long as all the people involved are party to the "misconduct", and none object, then no-harm-no-foul. It is when one or more persons are cheated out of a fair experience that it becomes a problem.<p>

    I will stop repeating what Izaak said now...

    --
    "You can't win. You can't break even. You can't quit." -A. Ginsberg
  59. Re:Multi Character cheating by Vuarnet · · Score: 1

    Man, I recall my DikuMUD days over at CopperMud ... had a friend of mine who did the same thing, made a female character and got tons of help, even from some of the Gods in the game.

    We did find a bug someplace, whenever someone in the game drank some weird potion, the game crashed and reloaded itself. So my friends decided to use it to duplicate a few items and some cash. So far, so good. Then one of them got greedy, and proceeded to crash the game about 25 times in a row, managing to gain somewhere around 120 mill gold coins, when 200 thou was more money that you could spend in an afternoon, and of course that pissed the Gods off.

    The point is... there's always gonna be someone who finds and exploit the loopholes. ut them ore greedy they are, the faster they're caught and the faster the loophole's fixed.

    Oh, those glorious days of Copper Diku...
    (I'm ready for my 0 score now!)

    --
    Tongue-tied and twisted, just an earth-bound misfit, I
    Learning to fly, Pink Floyd.
  60. Cheater Nostalgia by ragnar! · · Score: 1
    Ahh yes... I first learn about multiplayer cheating in a game called Omega-land, which only existed on PLATO - which back then only ran on CDC mainframes. You could build up characters by walking up to another, killing him to get his stuff, and before the victim took a step, he SHIFT-STOPPED out of the game. Upon re-entering, he could do the same to you, doubling everything.

    More recently, we played a LOT of quake at our office, so naturally, we whipped up a server mod that made all damage quad if your player name was ABDUL (player named used by a co-worker who received much abuse). Good for many laughs.

    AIM Alert! Read this if you use AOL Instant Messenger.

  61. Re:Is anybody surprised that RPG's encourage this? by MousePotato · · Score: 2

    You almost made your point... While I agree that the declining morals/values issue needs to be addressed its not the fault of RPG's. It is almost entirely the parent of said childrens fault. These games are not for children. Period. Teenagers, well ok, depending on the values you have successfully instilled in them. If you let a television set raise your child then you will get what we as a society are seeing in the rise of violence amongst minors. Our generation had D&D and we didn't go around killing classmates and teachers yet D&D was more of a fantasy world than these games create because you have to visualize the deaths of your oppenents etc. On the flipside if you teach young minds the strategies that games teach (for arguments sake even checkers does this) they will have learned skills that puts them several steps ahead of most folks in business school. And wait a minute... is baseball(or other little league sports for the matter) better for your kids when parents are beating up (recently killing) other parents/coaches/umpires because they disagree with the calls? Many of the little league systems could even be blamed for the rise in the use of steroids because the children are being taught to win at all costs. I think not. I would say the best activity for children to participate in is martial arts training (don't even bother with the 'thats violence' retort) as long as your not a 'little league' small minded parent who puts thier kids in tournament karate events(see above note on parental behaviour) for selfish reasons like pressuring your kids to perform.We are bringing up children in a society where they are encouraged (in school none the less) to turn thier parents in if the parents use corporal punishment and children can divorce themselves from thier parents etc. The problem goes much deeper than the proverbial scratch in the surface mentioned here though, 'Blame Shifting' is on the rise. People can't believe that its thier own fault thier kids are the way they are so they need scapegoats to blame for thier inaddequate parenting. Parents sued Judas Priest and Ozzy Osborne for this kind of lunacy in the 80's becuase thier kids committed suicide. Hence, it is much easier to say its so and so's fault rather then thier own. Disagree? Read your own post and then take that magnifiying glass of self-righteousness and point it back at yourself. Like I said the blame is on the parents, a lack of parenting combined with a lack of discipline for innappropriate actions not society, not rpg's, not even music or television.

  62. The challenge by xant · · Score: 2
    While I agree with your psychological assessment for the most part, I don't agree that more fun = less cheating. Matt Pritchard and you both missed one of the most important reasons for someone to create a game exploit - the challenge of it. Hacking a game open to see the guts, and then figuring out how to attach the throat directly to the aorta and make it all work when you sew the game back up (to overstretch a metaphor) is as much fun in short bursts as writing the game was in the first place.

    I believe that the people who produce cheats to games do so for different reasons than the people who use cheats use them. The person creating a cheat might want to see how a particular program works for knowledge's sake, might enjoy reverse-engineering for its own sake, might want to demonstrate his coding skill to others, might want to get a little advance knowledge about the game offline before he goes online and makes a tough decision. (Example: how to spend skill points in Diablo 2. This is a crucial decision that, due to poor documentation, must be made with relatively little information - unless you create a level 93 character of your class offline just to find out.) He might even want to abuse the system and cheat, but I speak from experience when I say that mostly, by the time you're done reverse-engineering the game structures you're interested in, it's no longer that interesting to play with the cheats.

    And once you're done, you might want to distribute your cheat so you can get a little credit for your skill - but don't. It's the losers who download your cheat and use it to ruin the game for everyone else you have to be worried about.

    --
    It's rare that you're presented with a knob whose only two positions are Make History and Flee Your Glorious Destiny.
    1. Re:The challenge by Golias · · Score: 1
      Very interesting counter-points to my post.

      You are absolutely right that the cheat coders are usually hackers who find grepping and editing the code more interesting than the game itself, while cheat users are sort of the in-game equivelent of DDOS script kiddies.

      --

      Information wants to be anthropomorphized.

  63. Who the hell rails with quad? by Tom7 · · Score: 1

    When I have Quad Damage, the last weapon I consider is the railgun!

    Anyway, it's pretty fun to reverse engineer stuff. (try it some time!) The person who first did it probably wrote the proxy as a "proof of concept" and then less scrupulous folks adapted it for actual cheating.

  64. LAN parties are the solution, kiddies by grizzo · · Score: 4

    i, for one, don't give a shit about cheating because whenever someone i'm playing is cheating, i can walk over to their computer and kick them in the good 'n plentys. let me explain:

    internet multiplay is crap! stop doing it! everybody cheats, we know this. you don't know the people you're playing against (this, i'm sure, is not true in many cases, but i'm generalizing) so what fun is it to win? basically, all that internet play does is foster agressiveness and competitiveness in people-- two things i personally can live without. internet play is also difficult for modem users who are up against HPBs all the time.. gosh, what fun!

    the solution is, get some friends together and start having LAN parties. start playing with people you know. multiplayer games are so much more fun when you get to talk about it afterwards over a beer or a mountain dew or whatever the hell you want to drink: "dude, that one part where you bounced off my rocket over the lava and onto jimmy's head was RAD!" "yeah, rad". i know, sounds lame, but you all know it's fun.

    basically, i'm giving a call to gamers to quit being lazy sax of shznit and start organizing LAN parties in your town: they kick ass, and you could probably use the socializing (if you're anything like the hermits i normally party with)!

    thanks for your time, sorry if i was overly-crude

    --
    grizzo: totally insecure, but very convenient.
    1. Re:LAN parties are the solution, kiddies by w00ly_mammoth · · Score: 1

      YEah, it's great, but you can only have LAN parties for about 1% or less of your total gaming time/month. If you play a few hours every day, you can't mobilize people in a house every day, or you'd be staying w/ them. Hmmm....maybe that's not such a bad idea. :)

      I don't think cheating is THAT common. I doubt every quake* server has cheats, or that they even make up 10% of the gaming population. Most people are just out to have a fun time.

      I think if people simply left a server w/ cheats/lamers, the problem would be fixed pretty quickly. Unfortunately, people feel the need to "convert" them to good guys, or have a flamewar or try to show them who's the daddy. This only makes it worse. Just leave, that's the best solution. There are enough servers out there.

      w/m

  65. Directions by patrixmyth · · Score: 1

    I think you may be lost, buddy. The tent revival meeting is 2 blocks down on your left. If you hurry you can still catch the story hour. Tonight's story: Abraham and Isaac: A charming bible story teaching real family values.

    --
    "Don't you know you're going to shock the monkey?"- Peter Gabriel
  66. Hey, kid. by An+Ominous+Coward · · Score: 1

    Someday, you'll be all grown up, and will realize that highschoolers are children.

  67. Sort of.. by Tom7 · · Score: 1

    ... but it's still got some typos:

    "A 'communicative' function such as XOR is your friend here..."

    1. Re:Sort of.. by peter · · Score: 1

      I think that's a brain-fart, not a typo, since "communicative" is not a very likely misspelling for "commutative". OTOH, I don't think "commutative" is the right word either. I think "reversible" is more like it.

      Oh well, only a video game programmer, what can you expect... :-) (hehe, just kidding.)


      #define X(x,y) x##y

      --
      #define X(x,y) x##y
      Peter Cordes ; e-mail: X(peter@cordes , .ca)
  68. Diablo II by nmx · · Score: 2

    I realize this is (only slightly) offtopic, but the article mentioned that in the original Diablo cheating was rampant. I've been playing Diablo II for a while and I don't believe I've encountered any cheaters. The CD key system and requiring Closed characters to be stored on their servers seems pretty secure to me, but I'm curious, anyone have thoughts/comments on how cheat-proof it actually is?

    --
    "Well kids, you tried your best, and you failed. The lesson is, never try."
  69. Confessions of a Cheater by Anonymous Coward · · Score: 1

    I used to be one of those to cheat at on-line games. I am too busy with real work to bother with on-line games today, but back in High School I did it all the time. Why did I? Not because I wanted to win, but to get the 'WHAT THE @#%$@#" reaction out of people. It was also a test of my programming and reverse engineering skills. Believe it or not, some on-line games cheat themselves*. Another question to ask is what is a cheat? Is it cheating to find the exact mathematical relationships between each object in a game, when the game does not reveal this information in its documentation? (How many hit points each weapon does to another player, how fast does a villager gather food from fishes vs berry bushes). Is it cheating to write a script enters text for a user in a MUD (Either for macros, or automating boring tasks)? Is it cheating to have a T1 when you are playing against people using 28.8k modems? Is it cheating to turn up the contrast and brightness on your monitor? For those that are technically minded there is always the lure of using technical skills to assist in the game. Trying to come up with a cheat/loophole is half the fun. May of the RST games are nothing more than optimization problems (what is the fastest build sequence to get to the imperial age). One of my favorite cheats the article did not cover: PRNG synchronization: Examine 'random' events in a game and use them to find the seed for the random number generator. I used to do with all the time with BBS games. People always wondered how I managed to make so much money in the games casino. * Trade Wars had a casino in the bar. Each person drew three cards from 0-9. You had to place each card when received into one of three slots. The person with the highest score won. The dealer cheated. If he/she/it drew a 0 it would be ignored and another card drawn. So the odds of the dealer drawing a 0 is 1 in 100, instead of 1 in 10 like everyone else.

  70. Die, cheating scum. by Azog · · Score: 2

    After reading the article, I'm just depressed. But, I had kind of a neat idea for hitting cheaters back - hard. The wailing and gnashing of teeth would be heard far and wide...

    Now, in Quake III, each player has a unique CD key that identifies them with the master server. This is used to prevents piracy.

    Imagine if some of the countermeasures described in the article were implemented in a really subtle way... not to prevent cheating, but to just detect it, and detect it carefully and explicitly. Let that system run for a few months or so and collect a big blacklist of the cheater's unique CD keys, without anyone knowing about it.

    Then the sting... (insert evil laughter here...) ban them from playing in regular games. Set up another "master" server just for the cheaters, listing servers that explicitly allowed cheating, and only let the cheaters play on those servers.

    Oh yeah... make sure the delay before people got put on the blacklist was long enough that the fsckers couldn't return the game and get their money back.

    Maybe that would teach the little bastards! Please, ID software! Do this for DOOM 2000!


    Torrey Hoffman (Azog)

    --
    Torrey Hoffman (Azog)
    "HTML needs a rant tag" - Alan Cox
    1. Re:Die, cheating scum. by Obasan · · Score: 1
      This is an interesting idea, but unfortunately it has a flaw. I haven't looked, but I have a rather strong suspicion that hackers have key generators for Quake III. Hence, someone else could give you a bad name using their pirated copy of the Quake III software and your key. I don't have Quake III, hence I don't know how many bits their key is, but even if it is quite long there is still a chance. And actual valid keyspace will be significantly smaller than the size of the key depending on what sort of algorithm is used.

      Obasan

      If a tree falls in the forest, and kills a mime, does anyone care?

    2. Re:Die, cheating scum. by Azog · · Score: 2

      Regarding Q3A key generators... Graeme Devine of id software recently said in an interview (or was it his plan file?) that none of the so-called key generators work, and in fact, most of them were trojans that do nasty things to the losers trying to use them. This is not surprising.

      The assumption behind the concept of a key generator is that there is some algorithm used to expand a small key space into a large one. By finding the algorithm, a hacker could easily guess a key in the small space and expand it to a valid key in the large space. However, There is no reason to believe that ID did that at all.

      Q3A CD keys are long. Mine is 16 characters of alphanumerics. That gives a gigantic search space: 36^16, a 64-bit number.

      I expect they just created a database of 64-bit random numbers, just enough for as many CD's as they sell. Then they just have to guard that database very, very carefully. If that's how they did it, there is NO WAY to generate a fake key other than guessing. If there are 10 million valid keys, then you would have a one in 795866110994640088 chance of randomly guessing one of them.

      The only hope for cheaters would be to steal one of the correct keys!

      Obviously there would need to be some way to deal with people who had their keys stolen and whatnot. But overall, I think it would be tremendously effective.

      Torrey Hoffman (Azog)

      --
      Torrey Hoffman (Azog)
      "HTML needs a rant tag" - Alan Cox
    3. Re:Die, cheating scum. by mistshadow · · Score: 1

      Actually, the way ID generated it's keys is:
      Pick a range of integers that's at least an order of magnitude larger than the maximum number of copies you expect to sell (say 1 billion, to be on the safe side). For example:
      0x1DDCDFF123450000
      to
      0x1DDCE0D9F7EA1000
      And pick a random 56-bit DES key. (or a random 3-DES key, if you're extra-paranoid). To generate a key, encrypt a number from the above range using the key. To test if a key is valid, decrypt it using the key, and check if it's in the range. Much faster than having to look it up in some database...

    4. Re:Die, cheating scum. by Drunken+Philosopher · · Score: 1

      *applause*

      Interesting, sort of a reverse digital signature...

      --

      "There is a diminishing return on caution."
  71. Central server systems by EAVY · · Score: 1

    If you have lots of dumb clients, and only a central server that is authoritative, cheating can be limited a lot. You can require unique CD keys to make sure a player has bought (or really stolen - not just copied) the game, and can only connect once, not several times. You can store all user data (stats, characters, etc.) on the server.

    But I don't like that approach. It might eliminate cheating, but it will limit playing, too. CD keys make it impossible to share the game with your family and/or use it on several PC's you own. Central storage makes it impossible to keep the character for yourself. You own it, but you don't. If some crackers take down the central servers, nobody can play, and you might lose your characters. There's no way to make a backup. And if the company goes out of business or just ceases support for the game (pretty likely when the successor is released - or the successor's successor), then the game will be dead, no way to play over the net anymore. If it's an online-only game, it's gone for good, unless they release a final patch to get rid of those limitations.

    It's also about heritage, and gaming culture, will we be able to keep our games? I can still go back and play the games I bought over a decade ago. We should make sure the same can be said about the games we buy today!

    So my opinion is: Don't accept the limitations. If the limitations are necessary, only accept them if they will be removed after the game's life ends. If we as the customers don't object to the restrictions placed on our games, the companies will restrict them further, obviously hurting consumers. Pay-per-play is especially bad, because once you stop paying, you'll eventually lose everything you did pay for before...

    --
    -- Eavy (: Linux Is Not UniX :)
  72. Mitigate cheating using rankings? by ScottMaxwell · · Score: 1
    (Disclaimer: IANAPOOG (I Am Not A Player Of Online Games). But if ignorance stopped posters, Slashdot would be a barren place indeed. :-)

    Maybe the server could estimate the skill of individual players (tracking them over time) and assign each player a rank. The idea is that you'd be allowed to play only other players in the same rank as yourself. This would pretty quickly put all the cheaters into the same (high) rank, possibly along with a few genuinely great players.

    This solution has a few problems of its own:

    • It only works for games where players have persistent identities. I don't know how to fix this one.
    • Some players would cheat just enough to stay at the top of their own ranks (but long-term standing at the top of rank N could promote you to rank N+1).
    • Cheaters would still be able to claim that they're better at the game than they really are (but that's a minor problem by comparison).
    • As soon as one identity was promoted "too far" (that is, too far for them to be able to reliably beat the other players in their rank), some cheaters would just create a new identity and start over. If promotions come relatively soon after sufficient skill has been demonstrated, this trick can easily be made more hassle than it's worth to the cheater.

    Still, I think those drawbacks are minor compared to the current situation, which a lot of people are clearly unhappy with. It does help solve the problem as I see it, that of lamers who just want to beat whomever they play against, by making it much more likely that if X and Y are playing each other at all, they will be playing with more or less equal skill.

    --

    --

    ``Life results from the non-random survival of randomly varying replicators.'' -- Richard Dawkins
  73. Online cheating is not always bad by DreamMaster · · Score: 2

    Surely I'm not the only one who remembers smart-ass Lord British getting fried in Ultima Online? ;-)

    1. Re:Online cheating is not always bad by magic+weaver · · Score: 1

      I don't condone such actions, but hey we're human (well most of us anyway) aren't we? So what a little online cheating?

      If it wern't for online cheating UOL wouldn't have found that security bug that allowed Lord B. to get his ass whooped (YEHAW!)

      All I'm saying is go ahead & cheat but just be careful of what you're cheating with & who you're cheating with!


      -----
  74. Homeworld is too easy to modify. by pompousjerk · · Score: 1
    Has anyone played the game Homeworld? I've found it very easy to change...
    The exe looks for information first in folders in the same folder as the exe, then in a compressed file homeworld.big. If you get a special app called...(voice fades out)
    (people can be heard snoring)
    (fades back in)...once you have saved the folders, all you have to do is open the .shp files in notepad and change attributes. you can also change the graphics files. This leads to some very interesting modifications (mods) such as the "mod that makes the ships look like ones from B5" and the "mod that makes you puniest fighter shoot ion beams twice its size".

    Homeworld has no way to combat this in multiplayer sessions except display "cheat detect" at the top of the screen. I, personally, beefed up my attack two points for most ships. It has no noticable effect on gameplay...(drones on some more)...

    Are there any other games like this??

    yotty50k@techie.com

    http://yotty.freeservers.com

  75. Fortunately, not at all. by An+Ominous+Coward · · Score: 2
    Back when Slashdot was small, intelligent comments were the norm. Browsing the site was interesting and often educational. Then, as Slashdot grew, the S/N ratio plummeted. The less knowledgeable geeks began seeing Slashdot comments as a status symbol instead of as a means of exchanging ideas. Most of the older crowd moved on to smaller forums where meaningful conversations could be held.

    Then, the trolls showed up. They mocked the Slashbots that drove the intelligent posters away. In a desparate attempt to foster useful conversion, and because he couldn't stand to see people make fun of his site, he implemented moderation. This has been nothing but a disaster. Rather than act as a catalyst for spot-lighting the few intelligent messages, it allowed the Slashbot Karma Whores to pat themselves on the back for useless, mindless drivel. But, the trolls fought back. They organized and attacked brilliantly. They posted hysterical rants, mocked the repetitions, UNFUNY Slashbots (you Slashbots used to think "Imagine a beowulf cluster of these!" was "Insightful", not "Inciteful"), and fictional opinions designed to trigger the knee-jerk response of the hive-minded Slashbots. They are entertaining and artistic. Now that the old guard has mostly abandoned Slashdot for smaller communities, the trolls are the best thing about Slashdot. Frankly, they are the only good thing about Slashdot.

    I no longer come to Slashdot to learn and share. I come here for a cheap laugh.

    Thank you, trolls.

    1. Re:Fortunately, not at all. by ethereal · · Score: 1

      You should read at +1 - it really does help.

      As far as the comments becoming less meaningful, I see about the same amount of relevant and interesting comments per article that I used to, but now they're spread out among many comments that are only so-so. Sure, there's a down side to being a popular site, but on the other hand the breadth of opinion and information has only improved (though perhaps the depth has not).

      Maybe the best way to fix the karma whoring is just not to display karma, or to display it as "Excellent", "Good", "Normal", and "Bad". Other than that, I wouldn't say that moderation has been the disaster that you make it out to be.

      --

      Your right to not believe: Americans United for Separation of Church and

    2. Re:Fortunately, not at all. by SuperKendall · · Score: 1

      Hardly, it's better now than ever before. But then if all you read are comments at -1 you might have a different picture... when I'm not moderating I read highest scores first and enjoy the comments quite a bit.

      The pitiful attempts of the trolls are failing. Just look at the attack on moderators by moderating crap up and killing good moderation in meta-moderation - they had but minimal impact and then when they realize they had little impact they gave up.

      Sure there will always be a few trolls, but moderation has made even the worst of troll attacks almost useless.

      Now the lameness filter on the other hand, has stopped the humorous OOG posts, and must die. There simply is no way to block lameness by filter alone, as your own post demonstrates.

      Tired of whiny out of touch troll lovers,

      --
      "There is more worth loving than we have strength to love." - Brian Jay Stanley
    3. Re:Fortunately, not at all. by SuperKendall · · Score: 1

      I think over time that moderators are getting a bit more sophisticated, and actually looking at really new posts and modding up low stuff. I've had a few comments that I entered in after a few hundred messages were already posted that were moderated up pretty quickly, and I've also had messages slowly moderated up over the course of a few days.

      In fact, I'd almost say the best way to read /. is probably on a three day delay! At that point the trolls have long since departed, and the moderators have had time to really pull up the interesting stuff.

      I have this thing in my head from a previous post, but perhaps what /. needs is a system where they start generating random Jon Katz and microsoft stories that only AC's and people with low karma could see. This would pull away all the trolls to do thier thing, and detract from thier efforts in the real stories!

      --
      "There is more worth loving than we have strength to love." - Brian Jay Stanley
  76. Some Q1 experiences by zatz · · Score: 2

    I used to play multiplayer Quake classic a lot . . . eight hours a day one summer. I made some binary patches to the Linux client, both to enable cheats in multiplayer and fix some minor bugs (players that weren't visible in the score list, messages with carriage returns in them, bogus shirt colors in team games, etc).

    I played with the cheats for a while, and discovered some interesting things. The good players could sometimes tell that I was cheating (I never denied it if someone guessed). The cheats often made the game less interesting, because there was less suspense (I only played with rendering hacks). And most interesting... even after I stopped using them, I was a better player from my experiences with them, because I had a better grasp of how other players acted; which routes they took on particular maps, how they evaded me when they thought I couldn't see them, stuff like that.

    The stuff I was using was clumsy enough that when I finally found really good opponents (Clanring DM people), it kept me from improving. So I stopped using them, even the lighting hacks, which I think a *lot* of other players were achieving by editing the maps. And eventually I was good enough on my own that people called me a cheater anyway--a high compliment, IMO.

    The article has some good advice for game developers; but I think that some forms of cheating, especially in FPS games, cannot be prevented. Determined hackers can always write their own client, or wrap the rendering layer nowadays. The best you can do is carefully filter the information sent to network clients, so that they don't get info about objects that should be hidden. And I can chime in to say that it's always unfair anyway--because of differing lag.

    And for RTS games, I think a design goal should be that a human player can learn to be better than a computer. Definitely true for Starcraft, but I would like an option to write my own AI, and an arena where it can compete with other AIs... an RTS Core Wars :)

    --

    Java: the COBOL of the new millenium.
  77. Re:Don't be an idiot. by Nurf · · Score: 1

    Unfortunately, all the empirical evidence I am aware of (barring one now-discredited study of TV and its effect on children) is against you, and not the original poster.

    Children are not stupid. They are initially naive. They typically fully understand abstract concepts such as lying, advertising for personal gain, misdirection, and the difference between fantasy and reality at around age 6. Exposing children to conflicting data can only make them note the conflicts sooner.

    I would not normally post on something as offtopic as this, but I get irritated when people assume children are stupid. Perhaps you should write your arguments down in words of two syllables or less, and see if they still convince you.

    --
    ---
  78. Clans and cheating. by pter · · Score: 1
    "...Another interesting aspect of online cheating is the rise of clans and how cheats get propagated. If a member of a clan hacks a game or obtains a not-readily-available program for cheating, it will often be given to other members of the clan with the understanding that it's for clan use only and to be kept secret. The purpose being, of course, to raise the standing and prestige of the clan..."

    Part of the problem is that, currently, clans are synonymous of organized gangs fighting for domination. This intense competition makes cheating not only attractive to entire clans, but also to newbies that are faced by experienced players who have no incentive to help them.

    A much more productive use of clans is to create a network of players that can be trusted, are fun to play with and have reliable internet connections. Since the concept clan is not about world domination anymore, arbitrary limits on the number of members disappear and the skills required for admission is minimal. The clan can then setup parallel games only opened to members, as well as a few open ones, for recruiting purposes.

    A nice side effect of this organizational structure is that good players will naturally be attracted by the prospect of fun, competitive and lag free games.

    Civilization is the process by which man frees himself from man. -- Ayn Rand

  79. Re:Is anybody surprised that RPG's encourage this? by FFFish · · Score: 3

    Children are *NOT* good at distinguishing fantasy from reality.

    Geez, the number of times I see wholly ignorant people spewing that line in defense of letting kids have access to FPS, violent movies, etcetera.

    Fantasy rules the child's life. The bogy-man under the bed, the magic of the shopping mall Santa, playing house, don't step on the cracks, Bambi dying.

    Even a lot of adults don't have the ability to distinguish fantasy from reality. Look at the number of adults who believe that America grabbed the U571 submarine, or believe that UFOs exist.

    It has nothing to do with intelligence and *everything* to do with naivete. Children don't have the life experience necessary to distinguish reality from fantasy.

    In adults, it's more tempting to use the word "ignorance," but it's really the same thing: a naive person who hasn't the experience to know historical truth from Hollywood fantasy; or scientific methods versus wishful thinking.

    At any rate, the bottom line is that anyone with experience with children or who spends a few minutes looking in a few child psychology books, will certainly understand that fantasy and reality are not easily distinguished by children.

    And anyone who thinks otherwise is, at best, naive.


    --

    --

    --
    Don't like it? Respond with words, not karma.
  80. Peripheral benefits of a "game integrity" push? by Xoro · · Score: 1

    I'll admit I'm not much of a gamer -- Other than Civ II, I enjoy watching more than playing, usually, because I'm so bad. My own incompetence aside, I am grateful to games for being the driving force in CPU/Graphics power on the PC platform over the past few years. Games create the mass market, and everybody benefits. Is it possible that the rise of online gaming will bring about a similar mass demand for applications w/ built-in network security checking? The paranoid geeks who've been clamoring for this sort of thing don't seem to have had much effect.

    I hope gamers get ornery enough about cheaters (and generalize the lessons) to demand something more than the "optional" security of today's apps.

    --
    Kill, Tux, kill!
  81. Comments from the Article's Author by The+Optimizer · · Score: 5

    Oh wow. I just got back into Dallas from Siggraph 30 minutes ago and discovered my mailbox filling up with emails from the /. side-effect. Just a couple quick comments on the discussion....

    0) This article first appeared in print in the June 2000 Issue of Game Developer Magazine.

    1) I didn't come up with the title. I honestly couldn't think of a catchy title, so I let my editor come up with one. As far as nit-picking over the useage of "Hacker" and "Cracker" - don't sweat it. Yes, I know the difference.

    2) The most important point in my mind is that multiplayer cheating hurts other human players and is an order of magnitude different from the things we do when playing solo (single player) games. When a person realizes they are on the receiving end of a cheat - that another human being wants to do that to them - it's a hugely distructive feeling.

    2a) People walk away from games and badmouth them to their friends when they think they are getting screwed. The better selling your game, the more this matters.

    3) Many people have been emailing me and posting about things I didn't cover. I really appreciate it though I do already have some of it. When I wrote the article I had to keep it to about 7000 words, so I only got to cover about 1/2 of what I wanted to. Given the reception it has received, there will likely be a second article on the topic.

    3a) Keep the comments and emails coming - I will try and respond to all.

    That's all for now. I really appreciate everyone's input and thoughts on the matter.

    -Matt Pritchard

    1. Re:Comments from the Article's Author by Bazzargh · · Score: 1

      A bit late reading the article...
      I felt that the main cause of cheats was simply the assumption that you could trust the client (whether its in the information you think they have, or the speed you think they are, etc). You can never trust the client...if you assume this instead, it covers off most classes of cheating (a compromised server is more of a social problem, akin to ringing in auctions).
      I'm with some of the other respondents who feel that if you have allowed the hack (by design, or by poor design), its within the rules of the game. The clients can be legitimately improved by hacking. If you want to stop this then the protocols need to embody the rules of the game.
      I think the game designers would benefit from a better understanding of designing for security in general - games have all the same problems as e-commerce. This doesnt just mean encryption - encrypting a bad protocol is just delaying the inevitable hack.

      Reading Crypto-Gram (http://www.counterpane.com/crypto-gram.html) would be a start.
      Check out the articles on the 'Cocaine Auction Protocol' for one way to deal with a hostile world, and on Attack Trees (Dec 99 issue) for reviewing security designs.

      Cheers, Baz

  82. Re:Can you do anything but recite platitudes? by DavidOgg · · Score: 1

    Take your racist evolution insanity and go to Russia or China where they'll appreciate your amoral views.

    LOL isnt THAT racist? Parents, its Parents. Other influences also, but its certainly NOT hereditary, although you can have a long line of jerks teaching jerks how to behave.

    --
    Fear the government that fears your guns. Fear the government that fears your computers. Remove them from my email.
  83. Can't detect ShowEQ - it's a sniffer by Anonymous Coward · · Score: 1
    I installed ShowEQ for a friend - it works, and cannot be detected. It acts as a network sniffer (compiling with libtcpdump IIRC), running on a Linux box and watching the connection. It shows a map with the location, velocity, HP, mana, level, etc. of each player/object, stuff that you normally wouldn't see. We set up ipmasq to get this to work, the Linux box dials and the Windows box uses it as a gateway. Scanning the hard drive of the Windows box wouldn't help, and ShowEQ only receives (never transmits).

    Apparently they have caught some people using ShowEQ. This is because the cheaters did something stupid, like saying "a level 28 guy just spawned on the other side of the level", something they could not possibly know. Or you jump off a boat in the middle of the ocean, point yourself in the direction of a building you need to get to (but can't see), swim for 10 minutes, and wind up at the building. You couldn't even see land, how did you know EXACTLY where the building was? If stuff like this happens repeatedly, they can easily catch people. But if you're careful, they'll never find out.

    One way to stop this would be to encrypt the data stream. Then the hackers would need to do some work - they'd have to run a debugger on the Windows box (which could probably be detected), find the key, and decrypt everything. Or they could grab the data after it's received and decrypted (by modifying the program, or writing a VXD to peek at some memory). It would be much harder anyway, but at the expense of CPU time. For a client with a fast computer, this might not be noticable - but the server would take a significant performance hit.

  84. Yea, Yea I caught it... by The+Optimizer · · Score: 1

    After I turned the article in. That's what I get for staying up to 3am to finish the darn thing.

  85. A Cheat-Proof Game by Tom7 · · Score: 1

    "There is no such thing as a cheat-proof game."

    Page 541 of the excellent "Applied Cryptography" has a few protocols for fair coin tossing -- cheating is at best intractable. Apparently this idea has been extended to fair poker games, as well.

  86. Re:Pretty good article, up until... by The+Optimizer · · Score: 1

    Perhaps it would have been better if I said to edit the code resources with resedit??

    Or maybe to replace the masked rom with an EPROM after you hooked a 74Ls02 to the chip select line?

    I just thought that everyone would understand what I meant....

    -Mp

  87. Not at all. by An+Ominous+Coward · · Score: 1
    I browse at -1, Highest First, Nested. The majority of +5 have been the most obviously, utterly useless jokes moderated all the way to the top as "FUNNY". Then you have the Whores like Siggy, Money, 1123... If you don't like trolls, how can you like those Slashbots? They do the same damn thing (post comments designed to get a reaction from moderators), except the upwords-moderation gives them more visibility. They're no less playing a game than the trolls, only the Slashbot's aren't being funny.

    So you claim Slashdot's better now than it ever was. Let's take a look at the creme-de-la-creme (according to the $3 crack smoking moderators) of some recent stories:

    +4, FUNNY? And less than a year after they bring AOL in line we'll see our first story about Micorsoft kerebosing up the new protocol. You've read about these things in history class, kids. Now you can see it as it happens.

    +4, INFORMATIVE? If anyone is curious, 'Zvezda' means 'Star' in Russian, 'Zarya' means 'Dawn'. [note: not only do I think a dictionary post doesn't deserve +4, the fact that Zvezda=Star was already stated in the blurb]

    +3 FUNNY? great... attach a 5km tether to that puppy and lets drag it around like a motorhome. ;)

    +3 INFORMATIVE? They'll be basically 6 kinds of replies to this story: 1) I still don't know why we're wasting money on {tech} when people in {place} are {mode of suffering agreed to be bad}. We should be worrying about solving our problems here on Earth! 2) This is the coolest thing ever! The most magnificent achievement since {primitive yet crucial tech}. It's the first step towards {cosmic achievement}, just like {author} predicted. 3) Imagine a Beowolf cluster of these! 4) I shrug. I am so underwhelmed. Millions and millions of {currency} wasted so we could put more trash in space. It will last less than {hyperbole of brevity} and be as useless as {hyperbole of futility}. 5) Look up these links here. Yeah, I need the karma. 6) Not bad for a Pizza Hut flight.

    The only thing that gives me any hope for slashdot is this topic, as the first 2 +5s are trolls. Shoeboy is a god.

    And I've seen the trolls take down topics. The only reason Troll Day Tuesday doesn't happen anymore is that a few of the best trolls are busy with other projects/jobs. Saying that the trolls have little impact is rather ignorant.

    Tired of whiney, karma-whoring, out of touch, UNFUNY slashbots.

    1. Re:Not at all. by SuperKendall · · Score: 1

      Your post only supports my theory.

      First of all, it was not meant to be funny only true. I figured it would probably be moderated down and I'd loose karma on it (note that I posted at one and not two) - I mereley point out that trolls are failing at thier task. Personal attacks like that also detract from your point, you can make a much stronger point without them.

      I find it VERY telling that out of all the supposed examples you give of bad moderation, none are at +5.

      For the +4's, I personally thought the Russian comment was at thre right level, as it provides some interesting tidbit of knowledge you can file away in the vast store of trivia. The other one was pushed up too high, but that happens sometimes when either a few people hate Microsoft a bit too much or rush to moderate something up.

      As for the +3's, you get a lot of odd stuff in there as all it takes is one person to find something amusing or interesting to push stuff up there, so I can't really see how any posts there can be used to damn the moderation system as a whole.

      "The only reason Troll Day Tuesday doesn't happen anymore"... Oh yeah. That must be it. Sure couldn't be that the moderators beat the trolls off trough persistance. There are any number of moderators at any moment willing to toast a troll post, but not as many people willing to spend thier life trying (and failing) to troll.

      And Shoeboy, a troll? Nope! (I have noticed a tendancy of trolls to attempt to either claim sccessful posters are in fact trolls, or to deride them for supposed "Karma Whoring") My definition of "troll" is someone that detracts from the conversation at hand to make it less interesting. By that definition those posts belong and are not trolls. In a recent story someone posted that "programming is not creative". Now while YOU would no doubt categorize that as a "master" troll, it generated a lot of great responses and if I'd had moderator points it would have gone up. Also by my definition, OOG was a true god and not a troll at all - I always moderated him up when I could. It's not posters like shoeboy or OOG that detract from /., it's useless posts like yours and mine.

      Where's the lameness rambling filter when you need one, eh? Enough of my posting on this topic! I'll let you have the last word.

      --
      "There is more worth loving than we have strength to love." - Brian Jay Stanley
  88. ARE YOU INSANE? by An+Ominous+Coward · · Score: 1
    Reading at +1 is the WORST. Sure, you'll still get the few worthwhile comments, but the rest is PURE MINDLESS SLASHBOT CRAP. You have all of the disadvantages of reading at -1, but you don't get to see all the FUNNY TROLLS!

    I want Rob to make it so I can browse at +5/-1, and hide everything in between.

    That, or make it so users can customize in their accounts whether TROLL is a penalty or a bonus.

    Of course, that wouldn't be the best solution, as the $3 crack crowd DOESN'T KNOW WHAT A FUCKING TROLL IS! Spam is not trolling. Spam is OFFTOPIC or REDUNDANT. Aggrevated verbal abuse is not trolling. Verbal abuse is FLAIMBAIT. Trolling is posting seemingly legitimate messages that exagerate, misunderstand, or confuse an issue such that tons of people respond and moderator's go nuts.

  89. Online auctioning of characters more concerning by Fervent · · Score: 1
    I would be more concerned with the recent efforts of Sony and Verant to stop online auctions of game characters. Granted, they *sorta* have a right (the characters reside entirely on their servers), but the majority of time, effort and exploration is put together by the player (not to mention the $40 for buying a license of the game).

    With this "online-basteridizing" of the license, what's to say Microsoft can't turn Microsoft.net around on its customers? "You can't sell Windows 2001," MS decries, "because some of your settings our are on servers, and we own that part of the license". Do we sense a privacy issue exploding here?

    --

    - I don't care if they globalize against free speech. All my best free thoughts are done in my head.

  90. Cheating in the "The Matrix" by ahde · · Score: 1

    If Neo and Agent Smith were playing warcraft... Neo: "Ha! my Orcs just annialated you and you don't have any resources left." Agent Smith: "Pepperoni Pizza Pepperoni Pizza Pepperoni Pizza Pepperoni Pizza" Neo: "Wha?" Later... Neo: "Whoa!" Agent Smith: "I can't stand the smell of you." Neo: "Oh yeah? Maybe that's your pizza breath...What the?! Where did all these dudes come from?" Agent Smith: "Hee hee hee" Samuel L. Jackson: "Use the force *er* think of the spoon, Neo" Neo: "Huh?" Carrie-Anne Moss: "Follow the white rabbit, stupid." Neo: "Eh?" Audience: "Use this exploit to do a buffer overrun and modify the code on the fly" Neo "Oh." [Downloads exploit] "Dude! [Neo's invincible troll army destroys Agent Smiths regenerated troops. He pauses for a moment to reflect on the ramifications of the word h4x0r] John Travolta: "Now that's a tasty burger!" Neo: "Who are you?" John Travolta: "Sorry, wrong movie." Carrie-Anne Moss: "Battlefield Earth sucked"

  91. AI modification in Starcraft by jd478 · · Score: 1

    "but I would like an option to write my own AI, and an arena where it can compete with other AIs... an RTS Core Wars :)"

    You can.

    http://www.camsys.org/cgi/download.cgi?id=scaied it3

    I think there may have even been a tournament with just AI scripts.

  92. cheating destroys the scene. by quigonn · · Score: 1

    Yes, cheating destroys the scene around a
    multiplayer game. When you log on to a server,
    and you know, somebody WILL cheat, the game just
    sucks. It's really interesting, where many people
    actually have the cheats from. a few from the
    web, but really a lot from computer game
    magazines. computer game magazines print cheats
    for a multiplayer only game (i.e. the
    Counterstrike modification for Halflife). And
    what sucks most are clans whose players modify
    the terrorists' and counter-terrorists'
    textures to be able to distinguish them from a
    far distance.

    --
    A monkey is doing the real work for me.
  93. Is this guy serious? by Penguin_99 · · Score: 1

    Come on now. Is this guy serious? I think he needs to get out more. This is not as serious a problem as this guy seems to think it is. He is acting as if cheating in multiplayer games is the moral decay of society instead of looking at it for what it is, some hackers having some fun. There is a limited number of people who, have the knowledge and will waste their time to reverse engineer a game simply to be able to cheat at it. If you are ever playing a game on-line and you start to get genuinly upset about someone, you suspect, is cheating it's time for you to shut the game off and get out of your halogen lit room in your parent's basement.

  94. Online Poker Game Exploit by grahamsz · · Score: 2

    Take a look at This for an insight into how a group of security experts developed a nice method to figure out the workings of an online poker game despite the fact that the hidden cards were never send down the wire to the thin java client.

    Rather they used the fact that the publisher shows off the thouroughness of their software by publishing the deck shuffling alogirithm. Now because this is seeded from the system clock it is possible apply the shuffle using all different values of the clock until you find which time is in sync with the server.

    Clever stuff

  95. Make it into AI by evolution by TA · · Score: 1

    So if you let the designers and the reflex augmentation proxy writers bang it out against each other for a while then we should have real, working AI up and running much quicker than otherwise :-)
    TA

  96. Re:If I was designing an online game (WAIT I AM)! by Sheik+Geek · · Score: 1

    I am currently in the process of developing an open-sourced HTML based game. Many of people have told I am crazy. Cheating will be rampant and nobody will want to play. My therory goes a little something like this. CHEAT, STEAL, PLUNDER If the game lets you do it. If you get caught you will be punished severely. You see this is how life is. I hope to habour a enviroment in which the player can interact knowing that anyone CAN cheat but not neccasarly is cheating. This will have a great effect on the game. 1) People wont get upset when they see some cheat (they will want to find out how to do it themselves) 2) I will offer reward for the best "HACKS" and "CHEATS", so they can help me in testing. The way this will working is on a nortorous scale. Everyone will be be assigned X Honour points. If you are caught(or suspected of) cheating, these points will be taken away. You can earn points back by reporting the exploit. There will be certain areas (Holy Sanctum of Rest, Inner court of the Castle)in the game you cannot go unless you have a high enough Honour. Like wise I will have an underground (you have to cheat to get there). Any ideas are welcome. Jeff Smith Sheik Geek Enterprises

    --
    The posting above is just this .sig's way of propagating itself
  97. Only LAN parties? why? by bdavenport · · Score: 1

    maybe it's b/c i'm new to online play (and to games in the last 10 years,) but i find the argument that internet multiplay is crap b/c people cheat asine. i enjoy internet play. when i'm gaming and i encounter people with 300 pings speaking german and playing on the same server as me it seems a little cooler, a little more worldly, and thus a little more open. maybe it's me, but sometime i hope that experiences like these can act as equalizers among people. divisions among ages, races, borders, etc can be diminished a bit. limiting yourself to LAN-only gaming is just that - limiting. and i for one hate limits as an afront to my personal freedom and right to choice, for anything, games included.

    as for the argument that after-game discussion is fun when it's with people you know first-hand, i say, bah! ICQ, messages boards, etc. provide the same experience. granted it may be a little difficult to chat with someone from Taiwan if we have a language barrier, but often enough that is not the case.

    of course, i read all the post on this article and get a little discourged. lots of age-ism, us vs. them mentality going on and i think that's sad b/c the original article seemed pretty unbiased.

    so internet games? they rule and i hope that they continue to be a viable and blooming segment of games. LAN games have their place, as an addition to internet games, not a replacement of. play some of each and enjoy!

    --
    /* Half alive and half dead too, work is for suckers and the sucker is you. - "Half-life" by Local H*/
  98. Everquest by veldrane · · Score: 1

    This is the reason I don't play Everquest. Lack of LAN playability.

    But D2 is definitely fun over my personal LAN.

    -Vel

  99. Massively Multiplayer Cheating Environment by Threed · · Score: 1

    All I can say is... Ultima Online

    That is a game that was ruined quite early on by cheaters of many varieties. They had scripts in the form of 3rd party macro software. They had exploitable bugs in their inter-server protocol that allowed players to duplicate items (any number of gold pieces in a stack is considered one item, so gold could be duplicated en masse). They've had people trying very hard for a long time to get around the rules they threw in for the sake of "fairness". Cheater websites sprang up like weeds.

    They never did anything about the root causes of the cheating. They left the recall spell in the game, so the world got really boring really quick. They have a system for distributing karma and fame numerically, but they screwed that up by giving the players a way to determine what their ratings were. They made it necessary to perform mindless tasks for hours to advance to any appreciable level, and they let players see exactly what level they're at.

    Threed's First Law of Game Design - If you give people a goal, they'll shoot for it. If the goal is artificial, then artificial means will be used to achieve it.

    (If 30 karma points grants a bonus, and people know how many points they have, you can bet your ass someone will figure out a way to get those points in a hurry, no matter how much hacking or whoring is needed.)

    Remove the artificial goals, make the game interesting in and of itself and listen to the players. Don't be afraid to lose the entire "asshole" segment of your audience - the remaining players will be more loyal as a result.

    --Threed-Looking out for Numero Uno since 1976!

  100. Who cares anyway? by Fon2d2 · · Score: 1

    When I bought Ultima Online, I believed I was in for a whole knew gaming experience. Unfortunately that experience degraded much the same way as all the other online games. I quickly found out that my computer was too slow to handle the game and other players were quick to take advantage. I was also the only one of my peers trying to play without cheating to try and actually get something out of the experience. But inevitavly the game just degenerated into the same mind numbing tedium every day and I grew sick of it.

    Actually, I used to be an avid fan of the whole FPS genre as well and I also used to be quite good. But I hardly play anymore. I hardly ever play anything online anymore due to lack of interest. Main reason: the playing fields aren't level and they never will be. And that's just dull. Besides, doing the same thing over and over gets old. So why play? Does anybody still find online gaming fun and challenging? If so, I'd like to know why.

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    Fon2d2
  101. Probably no one is going to read this... by scribblej · · Score: 1
    But I'd like topoitn something out. A girl seducing a guy into giving away a big ol' sword or money or whatever is hardly cheating. Women have been doing that for ages.

    And lest this be labeled a troll or flamebait, let me say that men are often guilty of the same things. And I'm not saying it's a bad thing, either -- consider that each party gets something they want out of the transaction. The seducer ets the prize, and the seducee gets the attentions of the seducer.

    So it's all good in my book. For the record, however, I don't play online games at all, so I may have no right to comment.

  102. Look at the RPG guides... by Sits · · Score: 1
    No matter how good a games story, however finely crafted it is etc. people will want to cheat. Take a quick look at the number of FFVII/FFVIII, Res Evil et al walkthroughs there are. I consider these to be some of best scripted games out there yet there are people out there who play them from start to finish with a guide in hand.

    In fact, I vaguely remember a cheat for Monkey Island II that let you instantly skip to the end (I think it was Alt-W). People will always want to cheat no matter how good the game is if only to see what happens.

    1. Re:Look at the RPG guides... by ceej · · Score: 1

      That kind of cheating (using a walkthrough in a solo game) is more like flipping through the deck one card at a time in solitaire. It should take some satisfaction out of solving the game for the player, but it doesn't affect anybody else. The kind of cheating described in that excellent Gamasutra article is all multiplayer game cheating, where one person's actions do affect other people. I definitely understand the satisfaction of figuring out the game and its data structures and making the cheat work. But I don't get the satisfaction of *using* the cheats. If I can insta-gib anybody, so what? I'm not having fun killing helpless victims.

  103. Re:Contra (**WAY** OT) by kjeldar · · Score: 1

    Actually it was either 'B A' or 'B A B A'. But hey... not to brag, but a couple years ago I wired up the old Nintendo and actually tried to play Contra without the Konami code... much to my surprise, I could consistently finish the entire game without dying more than once or twice (ie play forever, since you get like five free lives from points while playing through the game).

    --

    J

  104. Re:Is anybody surprised that RPG's encourage this? by FFFish · · Score: 2

    To contradict you:

    http://washtimes.com/national/default-2000727225 08.htm

    Conclusive is as conclusive does; there are people who believe there's no conclusive evidence that smoking causes cancer. Go figure.


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    Don't like it? Respond with words, not karma.
  105. Offtopic, but I just can't let this one go ... by Sergeant+Rock · · Score: 1

    "Men who fool around with barnyard animals... need to be watched" -Woody Allen
    While pedophiles who fool around with their stepdaughters should be considered normal, well-adjusted members of society?

    Bullshit. Glad I don't know him personally.

    Sarge