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Cheaters Sometimes Prosper

The Red Herring has a story discussing the cheating epidemic in online gaming. Discusses the problem from the point of view of the game companies, especially the ones producing console games who have to get it right the first time or face reissuing a huge number of CDs.

215 comments

  1. So What? by Anonymous Coward · · Score: 1

    So what? It's only a GAME.

    Say that slowly. IT IS ONLY A GAME.

    If you think someone you're playing with is cheating, go find another game. Do the equivalent of taking your ball and going home.

    Oh, wait, that breaks the revenue model. Nevermind.

    1. Re:So What? by gimpboy · · Score: 2

      I do not find it acceptable at all that others determine for me what I can an cannot do within the boundaries of my legally earned rights.

      this is pretty funny. what country are you from. see, here in the us we have a constitution that contains a list of our rights. most of these rights were earned years ago and the people here today now think they have the "right" to everything. i know it sounds kinda silly...

      we probably have people who can read "the right to play online games where noone cheats" into the constitution. sadly enough it doesnt mention such a thing. i'm glad to see the founding fathers incorporated online gaming into your legally earned rights. it probably also includes such important things as: watching jerry springer and mtv, shopping with convinence at wal-mart, cheap gass for huge tank-like cars, and lest we forget the right to high speed internet access for everyone. you must indeed live in a wonderful country.

      use LaTeX? want an online reference manager that

      --
      -- john
    2. Re:So What? by djberg96 · · Score: 1
      >>IT IS ONLY A GAME

      That I payed $45 for

      >>If you think someone you're playing with is cheating, go find another game

      So, if they started cheating regularly in the NFL, NBA or NHL (or whatever your favorite sport happens to be), you wouldn't be bothered at all? After all, those are just games too, right?

      I played Allegiance for a while. It was bad in that other players could crashguard your computer (though you could protect yourself with a patch or good firewall program). Cheating did occur, but was generally minimal because the team commanders could boot people off the team at will. That seemed to work very well - you cheat, you're gone and no stats for you, thank you very much.

      Point is, we shouldn't *have* to take our ball and go home.

      --
      In the immortal words of Socrates, "I drank what?"
    3. Re:So What? by djberg96 · · Score: 1
      >"When I became a man, I put away childish things"

      You mean like computers? Or your vocabulary?

      >you infantile geeks need to take a tip from Paul >and grow the fuck up

      Trust me, I don't take it that seriously (except when people were crashguarding my computer - now *that* pissed me off). It's just annoying, that's all. Why don't you chill out?

      >no more delusions about the importance of >slashdot and your precious little 'community' of >misanthropic retards

      I rarely post here, actually. Slashdot isn't precious to me by any means. I was bored. Thought I'd see what trolls I could drag out.

      --
      In the immortal words of Socrates, "I drank what?"
    4. Re:So What? by moz25 · · Score: 1

      This is BS

      Say that slowly: THIS IS BS

      You know why? What you are suggesting is that we let our gaming experiences be governed by those who cheat. Someone cheats -> you go away. What if in the other game someone cheats too (a likely possibility it seems), you go away too. What if there are no more places to go to? What if you built up stats on a server? Just give them up then?

      To me, it would seem far more effective to send the cheater away than the perhaps dozen honest players.

      I do not find it acceptable at all that others determine for me what I can an cannot do within the boundaries of my legally earned rights.

    5. Re:So What? by moz25 · · Score: 1

      Uhm... you missed the point, mate.

      What I was saying (apparently not too clearly) was basically that I don't find it acceptable that others push me around. Be that in RL or online. Forget the term 'legally earned rights' - it was ill chosen. Apparently you either like being pushed around or you like pushing people around.

      What if someone told you you weren't allowed to post on slashdot? In fact, that person would mount DoS attack against slashdot (ok, already happened). Would that be acceptable? I mean, you can find another news-link site, right? Would you tell the slashdot readers to just go somewhere else?

      And yes, I have a (shared) 10mbit line leading into my house that I in fact pay nothing for. It's not a constitutional right here, but I'm glad I have the access :-)

      Jerry Springer on the other hand should be outlawed.

      Moz.

    6. Re:So What? by shobadob · · Score: 1

      He must be a citizen of Slashdot Land.

  2. Punishment rather than prevention by Anonymous Coward · · Score: 1
    In the real world, people can't even stop each other from using guns and knives on each other. And mostly, they don't try.

    Instead, the real world operates on a punishment basis. If Alice injures Bob, there's lots of social and legal machinery which results in professionally violent people showing up to hurt Alice (put her in prison, confiscate her property, whatever it takes).

    So, how about this: require a deposit of $100 in addition to $10/month. If the server administrator catches the player cheating, they eject the player and keep the deposit. Want to come back with a new pseudonymous identity? No problem, that will be another $100, thank you.

    For a CD-ROM based game, simply include one (1) identity with the boxed set, and people who screw up can just buy another boxed set.

    1. Re:Punishment rather than prevention by panic911 · · Score: 1

      If this new system is automated at all, somebody will develop a cheat so they don't have to pay a deposit...

    2. Re:Punishment rather than prevention by moz25 · · Score: 1

      I agree, but with some changes. There should be some central place that keeps track of global player IDs (gives privacy concerns though) that can be used on any game server.

      Then, when that player misbehaves on a server, they can blacklist the player ID, which seems far more effective than blocking ip ranges.

      The obvious way to get around it would be to get another ID, but that costs money. In this system, players would have to PAY to cheat, creating a win-win situation.

      Verification of the player ID on (potentially non trusted) servers could be with some challenge response method to the central ID network.

      Just some ideas....

  3. Re:PunkBuster by Anonymous Coward · · Score: 1

    It also requires that every client's version of PunkBuster be up to date to detect the latest cheats, and it requires that PunkBuster actually have their program updated for the latest cheats. On top of this, PunkBuster kicks cheaters client side and not server side, so it is trusting the cheater's copy of PB to kick them. And someone I know wrote a program to disable the client side kick in PunkBuster, so...

    The real problem with cheats in counter-strike such as the speed cheat, wall hack and skin hack is that the people who maintain the game don't care much. These cheats sometimes take forever to get patched.

  4. Who cares? by Anonymous Coward · · Score: 2
    Let me see ... the NASDAQ is tanking again ... Nortel Networks lost $19 billion in the last quarter ... VA Linux is running out of cash ... the entire IT industry is sinking fast (and the rest of the economy is right behind) ... and you're worried about players cheating in some juvenile video game?

    Get a grip, people.

    1. Re:Who cares? by Greyfox · · Score: 2

      That game industry makes more per year than the Movie industry does. Games drive new hardware purchases more than any other segment of the market (Pr0n might come in close for selling new monitors, video cards and keyboard replacements.) In short, if the game industry tanks because a bunch of prepubescent dweebies are cheating, we're fucked.

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    2. Re:Who cares? by Hair · · Score: 1

      Stuff that matters doesn't all have to be about earthshaking life or death things

      Not only are you right about that, but what he is talking about, isn't even about life and death. It's about greed. His view of life, is that money brings happiness and is, in fact, the only thing that really matters. Money is everything! Well, suprise, its not. I'm glad that so many people realize this enough to actually be concerned with what happens to "pointless and insignificant" games.

      Its like in The Hitchhiker's Guide to the Galaxy: "This planet has - or rather had [only assuming that the earth is blown up like in the book] - a problem, which was this: most of the people living on it were unhappy for pretty much of the time. Many solutions were suggested for this problem, but most of these were largely concerned with the movements of small green pieces of paper, which is odd because on the whole it wasn't the small green pieces of paper that were unhappy.
      "And so the problem remained; lots of the people were mean, and most of them were miserable, even the ones with digital watches."

    3. Re:Who cares? by Decimal · · Score: 1

      Let me see ... the NASDAQ is tanking again ... Nortel Networks lost $19 billion in the last quarter ... VA Linux is running out of cash ... the entire IT industry is sinking fast (and the rest of the economy is right behind) ... and you're worried about players cheating in some juvenile video game?

      Yes. This is "News for nerds. Stuff that matters." To nerds. The people who play these "juvenile" games. Who made you the cmdrTaco of Slashdot all of the sudden? Nobody should have to give you the standard go-somewhere-else-if-you-don't-like-it-here speech.

      Somebody please moderate that post (and then this one) off-topic.

      --

      Remember "Bring 'em on"? *sigh
    4. Re:Who cares? by Decimal · · Score: 1

      To this nerd it matters. Stuff that matters doesn't all have to be about earthshaking life or death things.

      Thanks for reiterating my point.

      --

      Remember "Bring 'em on"? *sigh
    5. Re:Who cares? by fors · · Score: 1

      To this nerd it matters. Stuff that matters doesn't all have to be about earthshaking life or death things. Everyday life is just as important as other considerations. If you can't or don't understand that then you are in for a very lonely and frustrating life. Can anybody please tell me why the percentage of anal retentive people in the nerd population seems to be so much higher than in the general population. And can anybody please explain to me why the people who are this way don't realize why their life sucks so bad. The same people who make these kind of complaints are the same people who you hear whining about how bad they have it, nobody likes them, and how mistreated they were as teens. Get a clue people.

      --
      "If there is nothing you are willing to die for, then you are not really alive." Myself
  5. Cheaters are Playing a Different Game by Anonymous Coward · · Score: 4

    Remember Rene Magritte's famous painting. It's a picture of a pipe, with the caption "Ceci n'est pas une pipe." - "This is not a pipe." If you think about it, the caption is correct. There is no pipe. There is only a picture of a pipe. However, most people looking at the picture would say "Oh, that's a pipe." They wouldn't think to step outside the context, and properly reference the object as a picture of a pipe. This is simple mental laziness. We have come to associate representations very closely with the objects they are supposed to represent.

    It's the same thing with how regular players and cheaters view games. When a regular player think of CS, or UT, or Quake, or whatever, they think of a game whereby one has to run around and shoot and hide and whatever else to win. They associate representations very closely with the objects or actions they are supposed to represent. However, cheaters think differently. They do not show the same kind of mental laziness. They see games for what they are: A client-server application with certain checks and balances in place which, if manipulated or hacked correctly, will yield some reward. This reward (represnted as kills, frags, bonus points, items, or whatever else in the game) also represents the cheater's resourcefulness in being able to manipulate the metagame, rather than the game. As such, it serves as a point of pride.

    Regular gamers are playing a game which they perceive as real. Cheaters are playing a metagame whereby they manipulate the rules of the game to their advantage. Their measures of success are represented similarly, but this success is due to different sets of skills in the two cases. There is no comparison.

    1. Re:Cheaters are Playing a Different Game by ergo98 · · Score: 1

      I disagree. "Normal" people don't think that the bullets in the gun are "physical", and they aren't viewing it as a solid, immutable world, but rather they appreciate that every limitation in the game is an aspect that modifies your strategy. Bullets run out? Great that means that I have to formulate a strategy that will lead to reequiping, even though it means I have to run for dangerous areas: Perhaps I'll analyze the various weapon spawn points to determine the best area for doing so. Can't run for eternity without getting tired? Okay strategically run at only the right moments to ensure burnout doesn't occur. etc.

      The point of all of this is that every limitation and restriction in the game (ergo not being able to see through walls) is a part of the rules of the game, and it is these rules that cheaters want to supercede so that they can have an upperhand over non-cheaters. Personally I consider cheaters seriously psychologically challenged (How can a cheater with an aimbot feel a sense of accomplishment? I despise anyone who feels that cheating is reasonable, and I will treat people the same in real life. A cheater is an anti-social opportunists who would fuck you over given a chance, and who likely shoplifts in their spare time). Cheaters are the scourge of online games because their goal is purely to make life hell for non-cheaters. I played Diablo I online for about 5 minutes before just completely giving up because every level was full of asshole 500hp/all spell "lvl. 2" characters. These losers would hang out just to kill true low level characters (because of course there was no challenge). How very cool.

    2. Re:Cheaters are Playing a Different Game by gribbly · · Score: 2

      I think it is a kind of mental laziness on the part of the cheater.

      Playing the kind of metagame you describe requires that you are prepared to inconsistently violate the internal logic of the game.

      The key word is "inconsistently". Because the received rewards are, as you say, "in the game" while the methods used to get those rewards are outside the game.

      Which is more mentally lazy:

      1) Voluntarily and actively suspending your disbelief for the duration of a movie in an attempt to apprehend the work as the director intended, or

      2) Continually noting (or worse, commenting on) aspects of the movie (e.g., casting, technical) that could be defined as "outside the context"?

      I do acknowledge your point, which is that there can be no comparison between cheaters and non-cheaters since they are playing different games, but I don't agree that the non-cheaters are necessarily more mentally lazy.

      --
      maybe
    3. Re:Cheaters are Playing a Different Game by Blancmange · · Score: 1
      AC:
      "This is not a pipe."

      Your analogy would hold if a Quake3 game with cheaters/bots flashed on the screen:

      "This is not a game of Quake3."
      or perhaps
      "This area is intended for bots, with superior machine intelligence and god-like reflexes. You're welcome to join the game if you wish, brave human!
      --
      Blancmange
    4. Re:Cheaters are Playing a Different Game by Wildfire+Darkstar · · Score: 1
      No, it wouldn't. A picture of a pipe is a representation of a real-life object which shares the neccessary number of characteristics with other objects defined as "pipe" to be likewise referred to as a pipe. It is designed to look like a pipe, but it is not three dimensional, it cannot be used to redirect a flow of water, and so forth.

      If I had a pipe which had burst, and therefore did not operate as it was intended to do, it would still, in some sense, be a pipe, albeit a broken one. A game of Quake3 with cheaters is still a game of Quake3. It is defined as such. It still attempts to represent the same things a non-cheaters game attempts to represent. The presence of cheaters may defeat this attempt, but it is still "a game of Quake3", in the same sense that a broken pipe is still a pipe, if inoperative.

      Put another way: non-cheaters are more concerned with suspension of disbelief, and willing to accept the implied limitations of the system. To do otherwise breaks the illusion of reality and destroys the player's enjoyment. Cheaters are cognizant, first and foremost, of the fact that the game is ultimately just a computer program. Because they cheat doesn't mean they somehow destroy their enjoyment of the game, its just that said enjoyment arises differently.

      This of course, only holds really true for single-player gaming. The issue, of course, is how this affects online gaming. I have been known to cheat on games, but I wouldn't cheat on an online game. It's rude, because it allows me to enjoy the game at the expense of the enjoyment of others. "My right to swing my fist ends at your nose", etc.

      --
      Sean Daugherty "I have walked in Eternity -- and Eternity weeps."
    5. Re:Cheaters are Playing a Different Game by 3prong · · Score: 1


      Well, I for one agree with you. I think most normal players (non-cheaters) want to believe the game objects and walls are solid to improve the suspension of disbelief and therefore increase the fun factor. They never consider that "running out of ammo" might merely be the client program checking a single byte of memory somewhere and finding a zero. To them, running out of ammo in the game is a real, physical outcome of firing a lot.

      People who write game hacks do think differently, and would have no problem forcing that byte to stay non-zero, thus never running out of ammo.

      Of course, 99% of cheaters just download the hack without knowing how it works

  6. Bloody hell, of course they sometimes prosper.. by Anonymous Coward · · Score: 5


    Case in point: Microsoft.

    -- Guges --

  7. Re:No Way by abischof · · Score: 2

    As reported in The Onion, DEA Chief: Winners Occasionally Use Drugs.

    Alex Bischoff

    --

    Alex Bischoff
    HTML/CSS coder for hire

  8. [OT] Not a pipe by Phroggy · · Score: 2
    Took me awhile to find this; thought I'd share:

    Ceci n'est pas une pipe.

    --

    --
    $x='S24;r)>63/* h@<5+oZ)32"5cz';$me='phroggy'x$];
    $x=~y+ -xz+\0-Tx+;print$_^chop$me for split'',$x;
  9. Re:Follow Real-World Examples by DunbarTheInept · · Score: 2
    Hell, human players can detect cheaters, so why not computers?

    For the same reasons internet filter software can't tell when someone is being obscene. They're dumb and don't understand context.

    If you implement a cheat-detector that occasionally detects a false posative, the people who got screwed by it will scream foul, and rightly so. (Assuming they even know what happened to them.)

    --

    Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.

  10. Re:Follow Real-World Examples by DunbarTheInept · · Score: 2

    In order for your reply to be convincing to me, I'd have to agree with the unstated premise that divorce is relevant in discussions of morality.

    --

    Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.

  11. Fair contests are impossible with thick clients. by DunbarTheInept · · Score: 2
    The real root of the problem is that the servers are dumb and the clients are where all the smarts are. This means that the clients are in charge of *everything* about how your gameworld works, from how your character moves, to how you shoot, to whether or not you can see other people through walls. Thus one doesn't need to hack the server to cheat - one only has to fiddle with one's own copy of the game on one's own computer. That's why this sort of cheating is inevitable.

    I'm not sure what the solution is. Putting the smarts in the server probably isn't feasable given how complex these games are. (No way are you going to be able to dedicate 32 meg of ram and the equivilent of 500 Mhz of clock cycles per simultaneous user on your server, for example.)

    With non-action games (for example, online chess), having smart clients doesn't lead to cheating because all that matters to the game is the moves and the board. If one player is seeing a bland 2-d board and the other is seeing a fancy 3-d board, with full animation, it doesn't really matter. The rules are so simple that they *can* be enforced, because it is trivial to write code that can detect if a client is trying to do something that should be "impossible".

    This is part of what I dislike about the current run of online games. There's no way I'm ever going to bother working hard at getting good at a game when all that work will pale in comparasin to some jerk who's willing to cheat. (And the same principle applies to both action games and RPGs.)

    --

    Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.

  12. Re:Well we're getting a little off topic here... by DunbarTheInept · · Score: 2

    What about divorces where the couple doesn't have children?

    --

    Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.

  13. Re:Follow Real-World Examples by kwalker · · Score: 1

    The thing is that game developers are never going to be able to stop people from creating cheats. The effective way to handle cheating is the same way any other real-life game handles cheating. You out the cheater. Unfortunately, game developers haven't developed effective ways to out cheaters, and so, you have a Wild West scenario in online gaming communities. If developers would stop fighting the phenomenon and start understanding it, they might be able to work in more effective coutermeasures.

    What effective ways do you propose to "out the cheaters"? See your basketball scenario doesn't quite apply to online games because cheaters can come back as quickly as you kick them out. If Kobe Briant gets ejected from a basketball game, he's out for that game. But if (CZ)Mulan gets ejected from a Tribes 2 server for using an aimbot, how do you know that he won't just log back in as (GD)ChouYoun and pick right back up where he left off?

    What you're talking about happens now. If someone is firing rockets out of the back, they get swamped from all sides. If someone is camping next to a spawn point in a game of Last Man Standing, they get ratted out by those who've been eliminated already. If someone is saving backup copies of their characters, then selling all their stuff to someone else then restoring their backup and getting their stuff back, other players are likely to bitch to the admin. Doesn't stop it from happening. They still cheat. How would you recommend that be prevented without destroying gameplay or requiring that all servers CPU power be doubled to handle all the new "Big Brother" code?

    --
    Improvise, adapt, and overcome.
  14. Re:Follow Real-World Examples by Hrunting · · Score: 2

    computers do not have intellegence

    No, but human programmers that tell computers how to work do (well, some of them anyway). Generally, when a game player yells out, "XYZ is a cheater!" he's made a conclusion based on certain logic (moves too fast, shoots too accurately, has a nick like "cheatBot", climbs walls backwards, etc.). You can certainly program the same logic into a game server.

  15. Follow Real-World Examples by Hrunting · · Score: 5

    Anything that has rules someone will try to cheat at. Everyone dies, right? Well, that doesn't stop people from trying to cheat death. Why? Rules inherently suck. They were made to be broken. A Christian man and woman get in a relationship. God says don't cheat. What do they do? You guessed it. They cheat.

    So how do real-life games take care of this scenario? Well, let's take basketball as an example. You have two basic ways of handling cheating in basketball. At the organized level (ie. NBA), you have referees. They have the rulebook, and when someone cheats, they call a foul. In an online game, this would be akin to a server admin maintaining the rules. It would be even better if it was automated (ie. the game could identify cheaters). Hell, human players can detect cheaters, so why not computers? At the unorganized level (ie. street ball), you have mob rule. Jim travels, so Bob calls a foul. Jim says, "No way, dood." Bob's buddies nod their heads. What happens if Jim refuses to agree? He's either out of the game or beat up (or both). What happens if Bob keeps calling wussy fouls? Bob's either out of the game or beat up. In an online server, this would be akin to sort of moderation system. Players could identify another player as a cheater. If this person gets identified enough, he's kicked off. If some jackass starts going around fingering everyone as a cheater (or the cheater himself starts fingering everyone), he gets knocked off. Mob rule is very effective.

    The thing is that game developers are never going to be able to stop people from creating cheats. The effective way to handle cheating is the same way any other real-life game handles cheating. You out the cheater. Unfortunately, game developers haven't developed effective ways to out cheaters, and so, you have a Wild West scenario in online gaming communities. If developers would stop fighting the phenomenon and start understanding it, they might be able to work in more effective coutermeasures.

    1. Re:Follow Real-World Examples by demo · · Score: 1

      > But if (CZ)Mulan gets ejected from a Tribes 2
      > server for using an aimbot, how do you know that
      > he won't just log back in as (GD)ChouYoun and
      > pick right back up where he left off?

      Nothing right now. Well - I suppose you could ban the IP, but that doesn't solve the problem.

      The cheater problem (and also the irc-moron problem) both come in effect because they are more or less anonymous services. For a mob rule to work, you have to be able to identify persons, which could easily be done with a login/RSA auth :)

      --
      ---
    2. Re:Follow Real-World Examples by Wiseleo · · Score: 1

      Hardware hacks?

      That would be my approach to the games if I wanted to cheat. Overclocked keyboard anyone? ;-)
      --
      Leonid S. Knyshov

      --
      Leonid S. Knyshov
      Find me on Quora :)
    3. Re:Follow Real-World Examples by Nightpaw · · Score: 1

      Have you seen the moderation system at that site, what's it called?... oh, yeah, Slashdot?

    4. Re:Follow Real-World Examples by Therin · · Score: 1

      Actually the percentage of couples that both read the bible daily and get divorced is less than one tenth of one percent.

      Otherwise, nice post.

      --
      John 17:20
    5. Re:Follow Real-World Examples by Therin · · Score: 1

      Sorry for my wording, I was rushed and did not spell it out in utterly unambiguous terminology.

      The statistics show that couples that read the bible daily together have a divorce rate of 0.1 percent. That's one couple per thousand couples that read the bible daily get divorced. Remarkably different from any other group I have ever seen split out in the statistics.

      And no, this does not happen because we "believe we'll burn in hell for eternity" if we get divorced. I fear that some intolerant individuals have misrepresented Christianity to many of you. As a Christian, even if I got divorced, if I repented of that sin, I would be forgiven in eternity. I would still certainly suffer the consequences of the sin (feeling miserable, alimony, whatever). But I would be forgiven.

      Chrisitianity is about love - read 1 Corinthians 13, or Matthew 5-7, you'll see what we are called to. Are we all capable of that? No, we're sinful humans, and not capable of that perfection - but we should try to get as close as possible. Unfortunately many people who are labelled as Christians and are not (Oral Roberts, etc. etc.) don't follow those goals and tarnish the reality.

      --
      John 17:20
    6. Re:Follow Real-World Examples by Moonshadow · · Score: 1

      Yeah, but it's just so much fun for a newbie to wander into your game and proceed to wipe the floor with him!

      In that system, you'd be playing against a lot of the same people all of the time, which eventually becomes boring. I play against my brother occassionally, but it's not as fun, becase I used to play against him so much that I know exactly how he operates - I can predict his moves before he makes them, and the same with me. We learn each other's styles, and as such, we never get anywhere. The only way one of us gets fragged is for us to get caught by suprise - a full eightball staring you in the face when you come around a corner will do it - but it makes for very slow matches. Eventually, it would be the same in the server system you propose. Players would improve at a relatively static pace to one another, and always be playing with each other. Boring. Part of the joy of online gaming is being able to win without knowing your opponent's style - it proves that you are a better player.

      Cheating methods such as aimbots are cheap - no doubt about it. No argument there. So what can you do about it? One response is CSHP - but that's always being cracked. The very existance of the rules is always going to be a challange to someone to break the rules - to beat the system.

      I personally love the UT mutator system - it allows cheats, but ensures that everyone has access to that cheat. If there were a way to do the same with clientside hacks, it would be wonderful. Someone with an aimbot wanders into a game and is promptly decapitated with a sniper rifle 14 times in a row. Kinda kills the initial rush of having an aimbot.

      I imagine that with enough checking, client-sides could be nullified. For example, imagine that the game programs in a minimum bounce of 1 unit into the aiming reticle - that is, the player's view vector will always be undulating by one game unit - not enough to be noticible, but enough to provide a checking system. Then, the game notices that, somehow, that bounce is non-existant. The reticle is locked on a single point. Boom - cheater. Why couldn't something like this be implemented? Seems simple enough. Put inconsistancies into the code that will break down when an outside hack is used, much like a fuse.

      I'll stop rambling now.

    7. Re:Follow Real-World Examples by LMariachi · · Score: 2
      Your "mob rule" example, while a good one, works only on smaller scales. If Bob and Jim have a nigh-infinite number of other pickup basketball games to choose from where no one knows their reputations, there's much less incentive to act in a nonselfish way. Get banned from one Quake server and there are still ten thousand more left to play on.

      Of course, part of the reason people play games like street basketball isn't just to win at any cost or rack up their personal statistics, it's to be part of a little community, with all the social benefits & obligations that entails. There don't seem to be many comparable online gaming "neighborhoods" based on anything but wanting to play the same game. Within the set of, say, Quake CTF players, there's nothing to delineate games for casual players blowing off steam after work from those for unpleasant autotaunting 14 year olds who play for six hours a day.

      I don't know how to fix this; server descriptions don't keep anyone from joining a newbie server and being an asshole, and password-protected servers will keep out too much traffic you might otherwise welcome. More hands-on administrator involvement would be expensive for centralized-server games, and people running their own game servers don't usually seem to care what goes on when they're not playing.

    8. Re:Follow Real-World Examples by Greyfox · · Score: 2

      I used to get accused of cheating a lot in Quake. I had 128k ISDN at a time when most other people hat 28.8k modems. It did represent an advantage, and sometimes a big one, but was it cheating?

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    9. Re:Follow Real-World Examples by Tiroth · · Score: 2

      It's tough though...a lot of bots don't "cheat" by breaking the rules of the game...they just play really, really well. So in the millions of people that play, some of them, some of the time, approach that skill level. It sure might /look/ like cheating, but it could be all skill.

    10. Re:Follow Real-World Examples by Punto · · Score: 1
      Hell, human players can detect cheaters, so why not computers?

      The answer to that question is the reason why the world is not dominated by a crazed supercomputer (or why 'clippy' was so annoying and stupid)

      --

      --

      --
      Stay tuned for some shock and awe coming right up after this messages!

    11. Re:Follow Real-World Examples by nido · · Score: 1
      Everyone dies, right?

      just 'cause it's always been true in the past doesn't mean that it will always be true for the future... The proverbial "they" say the only two certain things in life are death and taxes, well, I know plenty of people that don't deal with taxes much (or at all, even).. and with technology & human understanding progressing at the rate it does, a "cure" for death may not be too far off. (not to imply that that'd be a good thing, that's another issue entirely).

      The thing is that game developers are never going to be able to stop people from creating cheats.

      I think it best to never say never. What's true today may not be true tomorrow.

      ---

      --
      Learn the rules so you know how to break them properly.
      www.teslabox.com
    12. Re:Follow Real-World Examples by haystor · · Score: 1

      I wouldn't cite the matrix's artificial intelligence because it couldn't detect cheaters either (people flying, stopping bullets, etc..)

      --
      t
    13. Re:Follow Real-World Examples by ruckc · · Score: 1
      Hell, human players can detect cheaters, so why not computers?

      computers do not have intellegence, you know artifical intellegence the kind the matrix has

    14. Re:Follow Real-World Examples by ruckc · · Score: 1

      It was at least smart enough to fight back.

    15. Re:Follow Real-World Examples by Lozzer · · Score: 1

      Are you trying to say that reading the bible daily is good for marriage? In which case you meant "Only 0.1% of couples that read the bible daily get divorced". What you actually said seems more likely

      I.e. if 0.1% of all couples read the bible daily then 100% of all couples that read the bible will get divorced?

      Or another way 99.9% of all couples neither read the bible daily nor get divorced

      --
      Special Relativity: The person in the other queue thinks yours is moving faster.
    16. Re:Follow Real-World Examples by Cannelbrae · · Score: 1

      Of course, all those totally unhappy couples who stay together for the children but never do a thing together, never show any affection, and get in fights they don't think the children see or understand are great in comparision for the children. Yeah. Right.

    17. Re:Follow Real-World Examples by IronChef · · Score: 2


      Do you have any stats on the percentage of bible-reading couples who are miserable together anyway?

    18. Re:Follow Real-World Examples by Andrew+Allan · · Score: 2

      Here's an idea... If a company (e.g. Demon or whoever) are running a few servers, they could set them up as a league. You join the newbie server, and if you're way outclassing them, you get promoted to the next server. If you're playing bad on one of the 'better' servers, you get relegated. That way, you get to play against others with the same ability, which is usually more enjoyable. Also, cheaters will end up in amongst experienced players, who are more likely to kick them than on newbie servers.

      Any suggestions?
      Andy

    19. Re:Follow Real-World Examples by shobadob · · Score: 1

      Speaking of chess, that is one of the easiest games to cheat at. In online games, there are many people who have programs running while they play. There have been people who at tournaments (on real chessboards) who take bathroom breaks to play out moves on their palm pilot. One person had a hidden camera in his glasses and projector that would project an image sideways through his lens. A tiny mirror in the lens reflected the projection, an image of a computer screen that was back at his friend's house, where his friend was playing the game on a chess program.

    20. Re:Follow Real-World Examples by shobadob · · Score: 1

      Duh. 0.1% of bible-reading couples get divorced. That means that 99.9% of bible-reading couples are still together. What are you thinking? It sounds like you believe that 0.1% of all divorced bible-reading couples are divorced. Of course, all divorced couples, of any sort, are divorced, because by definition, a divorced couple is divorced. What the person said made sense. You just couldn't make sense of it.

    21. Re:Follow Real-World Examples by shobadob · · Score: 1

      Well, a "cure" for death is bound to kill us all. If we "cure" death, we must "cure" pregnancy, too, to avoid a population explosion.

    22. Re:Follow Real-World Examples by C.+Tengo+Hambre · · Score: 1
      Actually the percentage of couples that both read the bible daily and get divorced is less than one tenth of one percent.

      Well if I truly believed that by divorcing I'd fry in Hell for eternity I'd stick it out too.

    23. Re:Follow Real-World Examples by cakoose · · Score: 1

      He did not say that a foul is cheating. He said that committing a foul and claiming it wasn't is cheating. It is a good analogy because it shows how arbitration could work without a central authority.

    24. Re:Follow Real-World Examples by cakoose · · Score: 1

      Banning a particular CD key could work. Of course, there is the chance that a cheater has many (possibly other valid users') CD keys at his disposal, but I've heard that it works pretty well.

  16. Re:Social Answers to the Cheating Problem... by neo · · Score: 2

    Coherent, Simple, Swift Justice - an on-line game should have a obviously-posted cheating policy, defining what is considered cheating (which should change over time as required), and a clearly-spelled out punishment system. There should be a easy way for players to report a cheater, and a defined methodology for "trial" (which could be as ruthless as "We (the company) have the sole discretion to determine your guilt/innocense"). Thus, everyone knows the law, it's easy to report violators, and justice is swift.

    Won't work. You can't scale the system fast enough. With the possibility of hundreds of thousands of gamers playing, there's no way a company of 30 employees could deal with the flood of complaints. EQ is a great example of why this doesn't work. It's full of cheaters and there's simply to way to track them all.

    The real answer is in allowing the community to deal out "justice" with it's own policing. Tribes does an excellant job of thing. You can vote to remove players. Put the power in the hands of the gamers to control their own communities.

  17. Re:Please stop trying to justify being a jerkoff. by ergo98 · · Score: 1

    This is absolutely idiotic. Cheaters are antisocial opportunists who feel such a sense of inferiority and a failure to ever compete that they "overcompensate" by using tools that allow them to supercede rules of the game: Tools which in >99.9999% of they just downloaded (they're not "subverting the architecture" : They're just losers using someone else's program).

    Just because your idea of fun is more childish than others', doesn't make other people's idea of fun any less legitimate than yours.

    I hope you're a troll and you're not really this stupid. A cheater intentional has "fun" at the expense of everyone else.

  18. Magic5Ball on crack by Barbarian · · Score: 2

    "Whether it's aimbots for Unreal Tournament or techniques for improving response times over the Internet, the potpourri of cheats shows how pervasive online cheating has become."

    I'm sorry, but having a faster connection or tweaking your stack isn't cheating.

    They're referring to using aimbots to improve how fast your player acquires and shoots targets.

  19. on modems it will increase the data by Barbarian · · Score: 2

    On modems that do compression-on-the-fly, it will render the compression useless (since good encryption has few patterns).

    Solution? Compress the data in the game before you encrypt it.

    1. Re:on modems it will increase the data by panic911 · · Score: 1

      that will work, but then instead of needing insane bandwidth you would need a box with an extra 50mhz of processing juice to run the game :).

  20. Social Answers to the Cheating Problem... by trims · · Score: 5

    First off, as others have stated before, the primary technical solution is to never trust the client. The following assumes that all appropriate technical measures have been taken to minimize the change of cheating.

    That said, people will still find a way to cheat. The fundamental reason is that none of the "real-life" barriers to cheating currently exist in the on-line community. This is primarily due to these factors:

    1. No Permanent Indentity - since anyone can be anyone (and, more importantly, one person can have an unlimited number of pseudonyms), applying some penalty to one identity has virtually no effect.
    2. No consistent and methodical punishment system - there essentially is no "legal" system for cheaters. How do we define cheating? How does it get reported? How is one "convicted" of cheating? What happens if you're a cheater?
    3. A social system which currently actively promotes people who cheat - for the most part, people who devise cheats are held in veneration for their technical skills. In order to get the desired recognition, the cheat-maker must widely disseminate their cheat; otherwise, how are people to know how cool they are? This is a phenomena related the cracker groups.

    We can only defeat cheating through a change in the social system. The problem is primarily sociological, not technical. Here's how I'd go about it:

    • Fixed Identities - no, I don't mean you have to be "Bob Jones" on the system, but rather this: when one buys a new game (for $50), you get a serial number. Perhaps an RSA-signed message. When the user tries to log into the online system for the first time, they are required to enter their serial number. They can then generate an identity. The system then associates that Serial Number with the Identity. Thus, if the company terminates the Identity (for whatever reason), the player loses the ability to ever create another Identity. They would face a financial penalty (you have to go buy another copy of the game) for cheating. There are nuances to this (like allowing a person to create another identity if they haven't been terminated, but you all get the idea), but the general idea is to create a system where terminating a player's identity locks them from creating any other identity.
    • Coherent, Simple, Swift Justice - an on-line game should have a obviously-posted cheating policy, defining what is considered cheating (which should change over time as required), and a clearly-spelled out punishment system. There should be a easy way for players to report a cheater, and a defined methodology for "trial" (which could be as ruthless as "We (the company) have the sole discretion to determine your guilt/innocense"). Thus, everyone knows the law, it's easy to report violators, and justice is swift.
    • The on-line community quits handing out accolades based on technical skill alone - we need to start evaluating the ends to which people use their skills, not just the skills themselves. The techie community has long buried its head in the sand over this issue (perhaps because of its close association with the Defense Industry and some unresolved guilt therefrom), but people, there's more here to judge a person on. To use a bad example: Hitler was one of the most efficient and charismatic leaders of the past century. Nazi Germany had probably the best-run (ie most efficient at carrying out stated goals) government in a very long time. Should we emulate them? Admire them?

    We can lick the problem, but it's not all in the game-designers' court. Some of the responsibility lies in the gaming community itself.

    -Erik

    --
    There are always four sides to every story: your side, their side, the truth, and what really happened.
    1. Re:Social Answers to the Cheating Problem... by Jack9 · · Score: 1

      One of the oldest forms of cheating known to man, is cheating at gambling. In the end, it takes a computer to suspect, but a human to confirm. Even in gambling, some cheaters get away with it. It's not an exact science, although we would like it to be. Expect complex automated cheating prevention to make mistakes, so account for it.
      Great, now we have to debug the cheat-prevention in addition to the game.

      Often wrong but never in doubt.
      I am Jack9.
      Everyone knows me.

      --

      Often wrong but never in doubt.
      I am Jack9.
      Everyone knows me.
    2. Re:Social Answers to the Cheating Problem... by angst_ridden_hipster · · Score: 2
      To use a bad example: Hitler was one of the most efficient and charismatic leaders of the past century. Nazi Germany had probably the best-run (ie most efficient at carrying out stated goals) government in a very long time. Should we emulate them? Admire them?

      In the very short term it was efficiently run. In the longer term, it failed utterly.

      Technical excellence requires winning in the short term and the long term.
      bukra fil mish mish
      -
      Monitor the Web, or Track your site!

      --
      Eloi, Eloi, lema sabachtani?
      www.fogbound.net
    3. Re:Social Answers to the Cheating Problem... by angst_ridden_hipster · · Score: 2

      Well, I guess my point was that the system was dependent upon getting involved in war, which limited its long-term viability.
      bukra fil mish mish
      -
      Monitor the Web, or Track your site!

      --
      Eloi, Eloi, lema sabachtani?
      www.fogbound.net
    4. Re:Social Answers to the Cheating Problem... by WNight · · Score: 2

      The problem is that this allows a company to control the use of the product after you've purchased it. Should Origin/EA be able to delete someone's account in Ultima Online because that person has a web page critical of the game or company?

      Once we start a trend where companies can (and do) permanently disable people's ability to use a product after they sell it, where's it to stop?

      There's a *much* better solution. Just don't write games with things like Railguns. There's a reason every cheater in Q2/Q3 runs for the railgun, it's an instant-hit weapon doing a huge ammount of damage. Any bot can do that, what good is that?

      Bots can't properly anticipate complex movement (ie, not straight line) and put a rocket where someone is going. Bots can't lob grenades into an area you want to go. All bots can do it the simple, trivial things

      If games were based more on complex skills like pathfinding through maps, using non-instant weapons, etc. then an aimbot wouldn't do anyone much good.

      A client/server architecture like Q3 has stops most of the simple run-fast cheats, or god-mode stuff.

      The measure of a good game would be one that nobody could write a client-side bot for (ie, one that had to operate on the same info that the server sends to the player.) If nobody can write a bot to do it well, nobody will use those bots.

      But, first we need to get rid of railguns and sniper rifles, those are perfect for bots.

    5. Re:Social Answers to the Cheating Problem... by Zalgon+26+McGee · · Score: 2
      . To use a bad example: Hitler

      BUZZZ.

      You have Godwin'd. Please try again...

      --

      ---

      Book(n): Utensil used to pass time while waiting for the TV repairman

    6. Re:Social Answers to the Cheating Problem... by MajroMax · · Score: 1
      . To use a bad example: Hitler

      BUZZZ. You have Godwin'd. Please try again...

      Nope - Goodwin's only applies when you compare/namecall the other side in a debate Hitler or Nazis - although the previous poster brought up the Nazi government, he firstly acknowledged that it was a bad example and he secondly was not calling cheaters Nazis: he was contrasting gamers' reactions to the cheaters based primarially upon their technical skills to modern society's (_not_ 40's society - that was a different beast) reaction to the Nazis based upon everything BUT their efficency. He did not make the implication that cheaters were white supremacists, commiting mass murder, or about to attempt to take over large portions of Europe.

      Goodwin's would be invokable iff he said something like 'those cheaters are acting like the Nazi's, yet we don't condemn them like we should.'

      Note for the pedantic: Goodwin's does not apply in historical debates when one side is actually taking the Nazi position on an issue. :)

      --
      "Evil company X is threatening to restrict our rights! Let's all get together to stop--OOOH! SHINEY!!!" -- AC
    7. Re:Social Answers to the Cheating Problem... by MajroMax · · Score: 1
      In the very short term it was efficiently run. In the longer term, it failed utterly.

      To be (-1, offtopic) here, we don't know how thata form of government would have worked over the long-term -- being defeated in a war kind of robbed us of that chance. Nazi-era Germany was, according to all of the histories I've read, very successful at rebuilding the economy, mobilizing its industry, and making superior weaponry (Jet Planes, anyone?) under the pressure of a couple blockades. As I remember, they ran their war machine on largely synthetic oil. The only problem was that its buisness model was based around total market/world dominance, and the Venture Capitalists weren't willing to invest in that as much as they needed. :)

      To bring this back on topic, we also have yet to prove that cheatbots are capable of winning in the long term. Client-side cheats are primarially enabled due to the computer having data that the user doesn't. If/when broadband becomes the norm, a large portion of that information cheating may become obsolete as the server does much more of the LOS.

      --
      "Evil company X is threatening to restrict our rights! Let's all get together to stop--OOOH! SHINEY!!!" -- AC
    8. Re:Social Answers to the Cheating Problem... by itarget · · Score: 1

      #1 reminds me of Tribes 2. You get a serial number with the game and it allows you to create your account. It's not to track any monthly fee (online play is free), but to attach an ID number and username to you for anti-piracy and accountability.

      Your identity can be banned permanently from servers or deleted outright if you're enough of an ass.

      --

      "Where shall the word be found, where will the word resound? Not here, there is not enough silence." -T.S. Eliot
    9. Re:Social Answers to the Cheating Problem... by Wildfire+Darkstar · · Score: 1
      The on-line community quits handing out accolades based on technical skill alone - we need to start evaluating the ends to which people use their skills, not just the skills themselves. The techie community has long buried its head in the sand over this issue (perhaps because of its close association with the Defense Industry and some unresolved guilt therefrom), but people, there's more here to judge a person on. To use a bad example: Hitler was one of the most efficient and charismatic leaders of the past century. Nazi Germany had probably the best-run (ie most efficient at carrying out stated goals) government in a very long time. Should we emulate them? Admire them?
      *ahem Nazi Germany was not the most efficient government of the twentieth century, by any means. They just liked to make people think they were. There's a number of examples, but perhaps most importantly was the fact that they did not, in fact, manage to win WWII.

      But that aside, good point. On the other hand, technical achievement does deserve some mention. If nothing else, under an ideal system, having a few techno-saavy mavericks who do manage to break a system bring a problem into light and allow it to be repaired. It's a cliche, and it still has some rather questionable elements, but I hope you catch my drift. It shouldn't be the only consideration, but it should remain a factor. Or, in other words, a sense of technological morality should become part of the equation, as much to stimulate achievement as weed out abuse.

      --
      Sean Daugherty "I have walked in Eternity -- and Eternity weeps."
    10. Re:Social Answers to the Cheating Problem... by Mnemia · · Score: 1

      Actually, Half-life does track people by a "WON ID number" that cooresponds to the serial number for the Half-Life CD. Server admins can ban players by WON ID number, hopefully defeating dynamic IPs, name changes, etc. However, I'm positive that the numbers can be easily faked and as Counter-Strike/TFC/et all are some of the most hacked games out there, the strategy appears to have failed for the most part. Probably it requires too much effort on the part of the admins.

    11. Re:Social Answers to the Cheating Problem... by 3prong · · Score: 1


      Fixed Identities - no, I don't mean you have to be "Bob Jones" on the system, but rather this: when one buys a new game (for $50), you get a serial number. Perhaps an RSA-signed message.

      Say hello to the Xbox.

    12. Re:Social Answers to the Cheating Problem... by Tachys · · Score: 2

      Tribes 2 has serial numbers and unique callsigns

  21. Re:evolution in action? by toriver · · Score: 1
    they are using their skills to win a battle...sounds human enough to me.

    No, they are breaking the game's rules laid out by the implementors/designers, effectively adding their own. It's like an athlete who takes performance-enhancing drugs: They gains an advantage over other contestants who don't, but instead follow the rules.

    War doesn't enter into it: This is interactive entertainment, and - from Red Herring's perspective - a revenue stream for the manufacturer/server provider, one which can dry up if non-cheaters stop playing that game especially or multiplayer games generally.

  22. Re:Solution is simpler clients, smarter servers by sholden · · Score: 3

    Netrek does not have a large cheating problem. The true state of the game is known only to the server. Clients are given only the information that they would know. Clients use RSA keys to authenticate to the server. If a client is cracked, the client key can be quickly revoked and new clients distributed. If the clients are kept simple, several clients and keys could be distributed on a CD. Most clients would be under 100k. The art and graphics could be shared by all clients and take up the bulk of the CD. If anyone cracks one of the clients, its key can be revoked and there is no need to re-release a new CD. More clients, all randomly linked and encrypted on the disk, can be right there. The main thing is that the server only allows blessed clients to play, and only shares with any connection what it could know.

    That scheme works in netrek because it isn't as popular as quake. Cracking these schemes doesn't seem to difficult by the speed in which they are done in the PC world. Proxy programs are one technique. They aren't going to crack RSA they'll use some other technique or some flaw in the process used. Software companies can't spend time doing security audits, they have to release yesterday since the 'technology' in the game is dating fast...

    Netrek also runs at about 5 frames per second which isn't really good enough for quake.

    I have a separate rant about letting clients know information that they shouldn't, and about letting clients decide what the state of the game is; I will spare you.

    Having all the state in the server is ideal. Having the server do all the calculations is ideal. The clients can of course can try to run the simulation in lock-step with the server (which is hard without full knowledge) in order to provide a better player experience. Just like quake style game clients try and predict what will happen so that a delayed packet doesn't just cause them to freeze up. Making it run fast enough is the problem. Scaling to lots of players is an even bigger problem. Crossfire is doing things reasonably well though...

    It still doesn't solve clients that help the player by auto-aiming and such. They don't need any extra information they just give the player better reaction times and mouse skills... These can be written as proxies which are hard to stop, though you can make life really hard for them... However, given enough late night hacking a few gurus could probably write a program that scans the video frame buffer (or just directly accesses the memory of the game process) and automatically shoots things it classifies as enemies. It can automatically shoot things by actually being the mouse driver and sending the correct mouse movements...

    Of course programers should actually like the ability to write helper-bots - they turn the game into a pretty graphics version of corewars. That should give programmers the edge...

    Believe it or not I haven't started RANTING yet... here we go...

    <RANT>

    Given time (and that game producers/authors wake up and see a possible revenue stream) you'll just choose a server that you know doesn't have cheats on it (or one that does, if that's the type of game you like).

    Maybe the game defaults to use a public server, but you can send your credit card number to Blizzard/ID/whoever and be given access to the subscribers only server which is actively monitored for cheaters.

    Or an seperate individual or company will see some money (or just not like cheating) and run their own server which costs money (or just requires some form of idenitification) and has very specific anti-cheating rules that result in cheaters getting banned.

    The problem will be solved socially if it is solved at all. Technology isn't going to do it, and I don't think it's worth trying to solve it that way. Yes only give the clients the information they should have, it makes for better software design if nothing else. Yes use crypto to make cheating harder, it makes for cooler software if nothing else. Yes make it hard for cheats - but not if that means at the expense of programmer time that could have been spent fixing a damn bug, and not at the expense of windows software style piracy protection - must plug the fscking CD drive into the laptop in order to play the damn game (or download a small patch - gee which do I do?).

    Solve social problems sociably. Cheating is classified as an anti-social activity by most (unless you're doing something where cheating is the point) so use social measures to reduce it or at least move it away from some places.
    </RANT>

  23. No Way by NMerriam · · Score: 5

    Cheaters sometimes win?

    Yeah, right, next you'll tell me that winners sometimes use drugs.

    Sorry, michael, but we had a lot of school assemblies about this and you're just wrong.

    ---------------------------------------------

    --
    Recursive: Adj. See Recursive.
    1. Re:No Way by $asch · · Score: 1
      > Yeah, right, next you'll tell me that winners sometimes use drugs.

      Nobel Laureates don't count?

      I'm referring to Kary Mullis, the inventor of PCR and his quite extensive use of LSD.

      Lots of other examples out there too, but DARE won't be the first to tell you about these.

    2. Re:No Way by $asch · · Score: 1

      Err, nevermind :). I guess I just didn't get it the first time. I guess I should take a nap or something.

  24. Re:RedHerring author on crack by tap · · Score: 2

    I'll just cat all those 1024 byte packets together and PGP the whole thing. The increase in size would be insignificant.

    Of course, you probably think that one needs to PGP each packet individually, and stick the key name and PGP signature on each packet. Only a fucking idiot game developer would do that. The only reason not to encrypt game packets is processing time, not bandwidth.

  25. Re:If You Ain't Cheatin' You Ain't Tryin' by Overt+Coward · · Score: 2
    Hence the adage: If you ain't cheatin' you ain't tryin'

    The variant I've heard for that in basketball is: If you never commit a foul, you aren't playing tight enough defense.

    --

  26. Well... by mindstrm · · Score: 2

    For single player, I don't call it cheating. You aren't 'cheating' anyone.. you purchased a game, you know how it works, and you found a way to do something else with it that pleases you. You aren't defrauding anyone.

    Cheating on multiplayer... there are, and probably always will be, two equal and opposite viewpoints here. Those that say the game should be used as intended for multiplayer, and those who feel that client-server design is such that, if you can warp your client to display information your computer already knows about in a different way, then you should do so.
    Examples: Mile high flags in Tribes, see-thru walls in Quake.... The now-defunct 'gambling' cheat in diablo 2..

    And that'll never change.

  27. *sigh* by mindstrm · · Score: 2

    It's up to developers, period.
    Look at Nettrek.
    For the unnitiated, a modified nettrek client is called a 'borg'. Main borg features are: automatic trajectory calculation&firing, automatic missile detonation if we can't escape it, etc. Due to the simple vector math in Nettrek, it's easy for a client to be modified to give you a huge advantage in lining up your shots/picking the absolute best time to do certain things.
    How do the developers get around this? Simple. Signed code. Their software is set to return certain checksums to the server; the server can identify individual clients and allow/disallow them (so if someone writes a cool new client in Java, they can have it accepted at servers, it's up to the server operator)

    SOme servers permit *any* client to connect, in which case the game changes to a contest of who has the best borg...

    The point is, what about plain old code signing?

    1. Re:*sigh* by dossen · · Score: 1

      Not thatI would even pretend to know.... But wouldn't it be possible then to take the signature of a "good" client and implant it into a hacked client???

  28. Re:RedHerring author on crack by cruelworld · · Score: 1

    Now PGP 27 1MB files and tell us how much total added space there is?

    Now PGP 2700 1kB files.

  29. Cheating is inevitable, deal with it... by Macdude · · Score: 1
    Cheating is inevitable, game designers/operators can waste a lot of time fighting it but they have as much chance of winning as the government does in the drug war.

    So here's how to deal with it...
    Limit accounts to one per person (handled via credit card, etc.) and Rank players depending on their record. So Bob signs up for the latest game armed with aim-bots, automappers, transparent-wall hacks, etc. and starts at level one. He battles other L1s and wipes the floor with them (as should be expected). He gets bumped to L2 automatically by the system, this continues for awhile and he soon finds himself ranked at L15 and battling only other people using similar cheats and therefore battling on a level playing field.

    If someone is consistently losing they would drop down a level. The system could even handle asking someone who is doing well but not dominating if they want to go up a level where they will face stronger challenges.

    --
    "Grab them by the pussy" -- President of the United States of America
  30. Humans can't always tell... by SuperKendall · · Score: 1

    I woudln't say human players can always detect cheaters. If some guy nails me in the head ten times in a row with a sniper rifle, he might be cheating - but he might also just be damn good with a sniper rifle!

    I don't really mind things like Aimbots and such. I do hate some cheats like speed modfiers, but those kinds of things seem to get weeded out quickly - personally I'd rather face some danger from cheating than punish really skilled players.

    Really there's almost no way to stop cheating until online games stream video directly to the monitor from a central server - and even then there will probably be some ways to bend the rules!!

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  31. Re:Solved long ago by MUDs. Run game on server. Du by mefus · · Score: 1

    Remapping the wall-tiles in a DOOM-style shoot-em-up game to a transparent image is a local event that nevertheless can change the odds dramatically in a networked game.

    It's true, text based MUD's don't have this problem. Are you suggesting we all forsake the 3D-OGL games we've become so used to?


    mefus
    --
    um, er... eh -- *click*

    --
    mefus
    In Open Society, GPL Software frees YOU!
  32. Re:evolution in action? by Dexx · · Score: 1

    What about a game that incorperates this drive? Something that's playable as-is, but allows for this type of thing, that incorperates it into the game?
    Is there something out there like this?

    --
    Feel the fear and do it anyway.
  33. ... by gimpboy · · Score: 2

    there are things that you prefer, and there are things that you have the right to. the former is ever growing and the latter is ever shrinking. these two things can sometimes overlap, but not as often as people would like.

    it is true that i enjoy posting on slashdot, but i dont confuse that with a right. if malda decided today that i could no longer post, canceled my account, banned my ip and kept an eye out for me as i tried to create new accounts via a proxy server this action would be fine. it is taco's perogative to ban me from slashdot.

    at this point i would have to find another outlet where i discuss stuff. i dont think i was really missing the point. people all over slashdot and across the united states think they have these "rights" and it's really annoying. they do however have the right to say they have the aforementioned "rights" and i suppose i'll support their right to say that. i will also refute what they say when i think they are incorrect.

    it's strange how people get used to something and then one day it's gone. but hey it was my right; you cannot take that away from me. i personally look forward to the day all cell phones stop working. hell we are so dependent on land lines that to loose those would be an impressive sight to see.

    back on topic :) i think the game issue comes down to responsability on the part of the gaming company. they need to be willing to put their foot down when necessary and move swiftly to correct problems when they are found. you are a consumer and can speak with your money. when you are dissatisfied with a product speak out, mail the company, make a thisonlinegamesucks.com website, organize a protest, march on silicon valley, etc. use the rights you do have to achieve what you desire.

    use LaTeX? want an online reference manager that

    --
    -- john
  34. Re:RedHerring author on crack by CBravo · · Score: 1

    Maybe the next generation games have trusted clients supplied with 'm (such as USB dongles w/ microcontrollers or so).

    --
    nosig today
  35. Re:RedHerring author on crack by CBravo · · Score: 1

    You, my dear Sir, are clueless on the field of Information & cryptography. I won't even begin to start where you are wrong. Lets translate this in 'carlanguage':

    "Not only do you have to have a spare tire for each seat & what-not, but closed cars are bigger, so that adds to traffic as well".

    You see, that doesn't make sense :-)

    --
    nosig today
  36. Re:RedHerring author on crack by PhiRatE · · Score: 2

    Piffle. An efficient symmetric cipher does not require any additional information. Its a transformation, not an expansion. There is no need for checksums or repeated bits unless the underlying layer needs it anyway.

    An asymmetric cipher is a different beast althogther and may explain why you made the comment, however asymmetric ciphers should only be used in the initial (general non-performance related) exchange in order to set up a symmetric key.

    The CPU cost for decent encryption at ADSL and modem speeds, even at maximum link rate, is not particularly large, and the latency introduced is almost non-existant (we are, of course, assuming a good implementation of a good algorithm here, VOIP stream ciphers and block ciphers such as Blowfish are particularly effective).

    Unfortunately, the most important point here is missed. No matter how well secured the link is, the gamer has complete control over one end of it. Therefore, with a bit of hunting around in memory, they have the encryption key, and, in fact, access to all the buffers the information is being decrypted into, and all the internal game structures.

    You just can't trust the client.

    --
    You can't win a fight.
  37. Re:RedHerring author on crack by PhiRatE · · Score: 2

    Piffle. An efficient symmetric cipher does not require any additional information. Its a transformation, not an expansion. There is no need for checksums or repeated bits unless the underlying layer needs it anyway.

    An asymmetric cipher is a different beast althogther and may explain why you made the comment, however asymmetric ciphers should only be used in the initial (general non-performance related) exchange in order to set up a symmetric key.

    The CPU cost for decent encryption at ADSL and modem speeds, even at maximum link rate, is not particularly large, and the latency introduced is almost non-existant (we are, of course, assuming a good implementation of a good algorithm here, VOIP stream ciphers and block ciphers such as Blowfish are particularly effective).

    Unfortunately, the most important point here is missed. No matter how well secured the link is, the gamer has complete control over one end of it. Therefore, with a bit of hunting around in memory, they have the encryption key, and, in fact, access to all the buffers the information is being decrypted into, and all the internal game structures.

    You just can't trust the client.

    --
    You can't win a fight.
  38. Re:evolution in action? by TheDancer · · Score: 1

    One problem with that line of logic. This is not war, this is competition. And competitions have rules. The rules are defined by two entities 1) the creators of the game, and 2) the server admins running the game servers. If an admin out there wants people to use cheats on their server, by all means, go ahead. But I'm betting the vast majority don't.

  39. Re:Cheat On! by Weezul · · Score: 1

    A game where you have to write scripts to have a chance?

    No, you do not need to write scripts, but you do need to adapt to them and you should not really expect to be able to beat the few people wh are better at scripts then you. You need to write scripts to beat the sript writers; You need to understand scripts to beat the people who can read new scripts and understand them; but you only need to be able to pick up some wierd new user inderface feature and start using it to be able to beat your average player (if a script is really good then it will eventually be documented so that you don't even need to know how to read the coade to control it).

    --
    The Christian religion has been and still is the principal enemy of moral progress in the world. -- Bertrand Russell
  40. Re:Cheat On! by Weezul · · Score: 2

    You may have been joking but your partially correct. You can control cheating by allowing specific cheats. RTS games make a good example:

    People want to write scripts to help them micromanage their units and they want to write cheats to allow them to see the whole board. Ok, fine. This means we should make it very difficult to write cheats to see the whole board and we should build a scripting langague into the game. Clearly, the guy with the better scripts will kick the shit out of the guy with crappy scripts, so we set up the game to share the scripts. Now, we have eliminated one form of cheating (scripts) by making them legal and fair, but we still have two types of cheating: map cheats and tricks to prevent your scripts from being shared. The solution to these two cheats is to make them unprofitable (Remember: these cheats require hacking assembler while scripts are user friendly). Specifically, we will make battle.net delay the distribution of the scripts for a week or month. Now, it will always be more profitable to develope a better bot and train with the good bots you have as opposed to hacking the assembler to cheat.

    Anyway, the moral of the story is that if someone wants to spend the time programming to give themselves an advantage GOOD, but we should force them to eventually share their efforts with the rest of the world.

    --
    The Christian religion has been and still is the principal enemy of moral progress in the world. -- Bertrand Russell
  41. Re:evolution in action? by ErikZ · · Score: 1

    Ok, lets's try your 'Evolution in Action' on another type of game.

    "Dude, pawns can only move foward one space."

    'No way! I'm cheating! Evolution in action! Check out this new move I made up.'

    "You can't bring your pieces back onto the board!"

    'I've given my bishop the "Raise the dead skill."

    "What was THAT move?"

    'Oh, I gave my King and Uzi so he can kill your pieces without moving. Since I haven't moved, he has now killed off all your pieces. Checkmate! I am the chess master! None can beat me and my new modified rules!'

    --
    Democrats or Republicans. They are both taking us to the same place and they are not afraid of us anymore.
  42. Re:And exercise prevents heart attacks. Flo-Jo? by colmore · · Score: 1

    You've just proven the other guy's point. Statistics ARE meaningful, you just have to be careful about the meaning that you draw from them. In Science nothing is "absolute" a scientist cannot really be 100% sure that gravity will work the next time you drop a pencil, but it's never gone wrong before, and so they can say with ALMOST total certainty.

    Now on race and crime or race and intelligence. Those are meaningful statistics, but to really get at what they mean, they have to be compared to other meaningful statistics: such as race and economics, race and education, and those factors again on crime and intelligence. Heres another meaningful statistic: first generation African immigrants in america have a lower crime rate and greater level of income than whites on average. Yes there is a correlation between race and position in society, but the suggestion that the blame lies in a problem with the race rather than a problem with the society has little backing in fact.

    So yes, if you excercise it will reduce the PROBABILITY that you will have heart trouble. They can't say "Eat right and excercise and you'll never have a heart attack" because that would be blatantly untrue, but saying that it "may" prevent heart disease covers the fact that yes, on average, healthy people have a much lower rate of heart disease, but some people are still just unlucky and we can't assure you of anything 100%

    Sorry to be so offtopic, but I had time to kill and this guy was letting his mouth run where he shouldn't have.

    --
    In Capitalist America, bank robs you!
  43. Re:Solution is simpler clients, smarter servers by jakeblue · · Score: 1

    This is a good idea, but it doesn't always work. Sometimes modifying the "shared" art can be cheating. Case in point. In the online game Tribes (the first one, not the second), a cheat appeared that let you know where the flag carrier was anywhere on the map. What'd they do? They changed the flag artwork to make the flag 6 stories tall...

  44. Re:And exercise prevents heart attacks. Flo-Jo? by Cuthalion · · Score: 1

    "We guarantee that this product will reduce your risk of heart disease" is basically their alternative. No, they don't know very much for certain. All they know is that there are statistical correlations and that it's however likely that they're not just a fluke in the data. They also don't know for certain that their experiement wasn't flawed or skewed in some way.

    --
    Trees can't go dancing
    So do them a big favor
    Pretend dancing stinks!
  45. Re:Solved long ago by MUDs. Run game on server. Du by UnknownSoldier · · Score: 2

    > Provide the players with *clients* that only display the game and send player movement/control data.

    The problem is latency. In an ideal world the server would tell the client "exactly" what it can or can't see.

    However, today's network just don't have a low enough ping to do this. Quake used client-side prediction for movement as ANY form of lag provides a discontinious play experience.

    Actually Ultima Online does do the above. You can't "use" the next item, until the server acknowledges the first item is valid.
    i.e. open container, drink potion

    You're also forgotting, that ALL program's have bugs. You can have the best hack-proof client, but if the server logic (bug) is incorrect people can still cheat.

  46. This also applies to /. by wowbagger · · Score: 2

    The fascinating thing is that everything you've said also applies to /. and its comments.

  47. Bitching about cheating sucks more by 0xA · · Score: 2

    The way I figure it, your average cheater is going to get bored pretty fast. Running around with wallhack or an aimbot can't be much fun after a while.

    What gets me is bitching about cheating. I was playing Counterstrike a couple days ago and this one guy, who I'm pretty sure wasn't cheating but was doing very well, was getting constantly abused for being a cheater. It went on and on whine, bitch, complain, vote, fail. It really takes away from my enjoyment of them game.

    I'd like to see a game company come up with a way to stop cheating in online games, I'm just sick of hearing about it.

  48. "Cheaters" R Us by Azundris · · Score: 1

    One person may be good with the rocket launcher, the next may be good with the BFG -- or the debugger. Problems have solutions. Transcending the presented solution-space to find meta-solutions, preferably including some nifty code, seems more like something we should welcome to me: the victory of geeky engineering over gruntly brute-force. All hail the "cheater": All hail the engineer.

    Is remaining inside the proposed rules instead of finding creative solutions to the problem at hand really something we want to encourage on /.?

    Problems have solutions.
    Azundris

    --
  49. Remember the days by twos · · Score: 1

    When had to use dongles to run programs? Why couldn't the game developers use the same technology to provide an encryption "processor"? Yeah, you might have to switch it out to play one game or another, and a crack would eventually come out. But if it was an EEPROM that could be programmed via a download/atch that was verified from a PGP/Gpg key.... I personally don't know the feasibility, but it sounds good.

    There is no way to stop cheating, look at the casinos that have been trying for ever, but there is a way to make it unenjoyable.

    --
    Phear The Phat Penguin
    1. Re:Remember the days by duffbeer703 · · Score: 2

      Sounds great. I'd love to pay $250 for every game I want to play to accomodate the encryption co-processor.

      --
      Conformity is the jailer of freedom and enemy of growth. -JFK
    2. Re:Remember the days by maetenloch · · Score: 1

      Actually DSS streams have been cracked, for several years in fact. Right now, it's an arms race between the satellite services and the hackers. DirectTv seems to have the upper hand (temporarily) over the hackers, and the hackers seem to have DishNetwork beaten (temproarily).
      Look here for more info.

    3. Re:Remember the days by bn557 · · Score: 1

      It'd be much less expensive to use a smart card. (Same technology DSS uses)

      DSS streams still havn't been cracked because of the crazy stuff the chip on the card does. Card readers are readily available for serial ports for less than $20. I don't see any reason one of these couldn't be taylor made to decrypt the inbound packets.

      --
      Humans are slow, innaccurate, and brilliant; computers are fast, acurrate, and dumb; together they are unbeatable
  50. Re:RedHerring author on crack by diablovision · · Score: 1

    Eh, wrong, at least when it comes to compressed communications protocols. If you know anything about information theory, encryption increases the entropy of the information, while compression increases the rate. Compression in the communication phase relies on the ability to find repeated data or some pattern in the data(as all compression schemes do). Encryption before transmission (as in over a modem) significantly reduces the possibility for compressing the data by hiding the repeated data and the patterns.

    Not convinced? gzip a text file. Then gzip a DES-ed copy of the same original text file. Compare sizes.

    --
    120 characters isn't enough to explain it.
  51. Re:RTFP by diablovision · · Score: 1

    Just because the original poster didn't mention compression doesn't mean it's not a factor or not worth considering. In fact, is the factor that I pointed out which made his claims (or reckonings) inaccurate.

    ...and recognises that there is a non-zero increase in the amount of data being transmitted because of encryption.

    And I pointed out the indeed, the total data transmitted (think bits) does increase because of encryption (beyond transmission of keys/etc) in a situation with compression, such as a modem, which is a very important consideration.

    Perhaps we should take a breather before jumping on things so quickly?

    Oh, for pointing out something the poster missed, and something that turns out to be very important and is counter to the poster's claims?

    --
    120 characters isn't enough to explain it.
  52. Rules cannot be kept by kimihia · · Score: 1

    Anything that has rules someone will try to cheat at. Everyone dies, right? Well, that doesn't stop people from trying to cheat death. Why? Rules inherently suck.

    The lesson that rules teach us is that we (that means me, Kimihia, and you, Hrunting, and you, the reader) cannot keep them. Not that they are made to be broken.

    Rules are strict. Rules are hard. Rules set standards that we are expected to keep.

    But frankly, we are lousy. We *can't* live up to them. Just a few days ago I drove 1 km/hr over the speed limit. I broke the law! I'm done for now!

    That's what rules are about. They show that we can't live up to them and we need a saviour to pull us out and save us (because saviours save, that's their job).

    Hell, human players can detect cheaters, so why not computers?

    Because the difference between a good player and a stupid cheater is small. There are also whiners and l0sers.

    An example. I'm fairly accurate with my aiming. Unless something takes me by surprise and gives me a heart attack and knocks me out of my seat, I can usually land a torso shot with the sniper rifle on someone right across the map.

    That's me, an organic entity landing the shot.

    Now, on the other hand an aimbot could do the same thing. Same end result. They land a torso shot with the sniper rifle on someone right across the map.

    Being able to spot the cheating is pretty tuff. My biggest indicator is: erratic behaviour. eg, a huge jerk in orientation prior to shooting. If someones mousing is usually smooth, then the instant before they shoot they yank it around and headshot someone, that is a good sign they are cheating.

    And yes, that would be best done server-side by a software agent.

  53. Re:Only STUPID cheaters by SuperguyA1 · · Score: 1

    What if two smart cheaters meet in the same match?

    --
    "as plurdled gabbleblotchits on a lurgid bee" - Prostetnic Vogon Jeltz. (One man's humorous is another mans flamebait)
  54. I love it... by NTT · · Score: 1

    "We will try to stop cheating(hacking/priacy/whatever), but we know we can't," says Mark Jacobs, CEO of game developer Mythic Entertainment in Fairfax, Virginia. "Anyone in this industry who tells you they can deal with hacking is a liar."
    Does this qualify as doublespeak?
    One solution I see is to make a game where "cheating" is allowed, or even encouraged. IMO, an OSS/GPL-ed game would be able to keep up w/ the cheaters.

  55. Re:Solved long ago by MUDs. Run game on server. Du by Argy · · Score: 2

    This totally ignores a large part of cheating, which is that software on the client can control the play even if the gameplay is handled on the server. Clients can still run automappers, autoaimers, and so on.

    I used to play MUDs, and used a Procomm's key recorder to record movement keystrokes to go from the pub to the orc's den or whatever. It saved monotonous typing. But it also gave me a minor advantage: on my blazing 9600 bps connection, I'd zip past other players on my way there. It's a slippery slope between that and writing software to play the monotonous aspects of the game for you, attacking monsters, monitoring health, selling loot, and so on. MUDs did nothing to prevent this sort of client-side automation.

    Those sorts of problems extend to a wide range of games, from MUDs to 3D shooters to word games, board games, card games, and so on.

  56. Console game patching. by Ziviyr · · Score: 1
    Seems the best way to go would leave a whole mess of hooks in for temporary per session patches in the case of consoles with read only media.

    On the console thread still, contrary to alot of messages I've seen here. I don't think cheating will be so easy. Then again I've only played Quake 1 on a 13 year old machine, so I'm not much of an authority here.


    --

    Someone set us up the bomb, so shine we are!
  57. Re:Patching CDs by Tom7 · · Score: 1

    What? Ever hear of CD-RW? ;)

  58. Patching CDs by Tom7 · · Score: 2


    If they're clever, it would be possible to patch CDs. Though you probably can't update the physical media, downloading a few kilobytes of update each time you sign on wouldn't be too unreasonable. This could be cached on memory cards, maybe, and loaded on boot (similar to Intel's microcode updates).

    Of course, making the system easily modifyable like this might make cheating that much easier. ;)

  59. Let the players kick and ban by steveha · · Score: 2
    It's the only way.

    Some people just delight in screwing things up for everyone else. Maybe they feel vengeful against all the total strangers to them; maybe it gives them some stupid sense of power, to annoy so many at once; maybe they just want some attention. But they are out there and they will do it.

    I played Unreal Tournament one night, and some of the players on the other team took our flag. But instead of taking it to their home base, they hid it somewhere, and sat around text-chatting to each other. When players on my team asked them to just take the #%!$ flag and have done with it, they denied having the flag, but eventually said "Oh, THIS flag?" Very funny... not. All I could do was find another server. I don't even think they were actually cheating, but they were definitely screwing around with us rather than playing the game.

    I played CounterStrike one night, and some guy had an invisibility hack. It was a bomb-planting level and he was a Terrorist. What happened was that the CTs would kill all the Ts but the invisible one, and then the level would just drag on and on until time ran out. This guy would run right next to me, making a clicking sound (I'm pretty sure he was toggling his flashlight off and on; it sounded like the flashlight click). I tried spraying bullets around, but I don't think he was "there" to hit. Everyone, including all the other Ts, wanted to vote him off but we couldn't make it work.

    I've played CS on servers where Friendly Fire was enabled, and guys would run around killing their teammates. But that's not the worst. Some guys would shoot you just enough times to really hurt you, but not kill you, so the server would never kick them off. If you killed them, the server would kick you off. You couldn't win, and we couldn't get voting off to work.

    I have other examples, but in all cases just being able to vote the moron off the server would keep the cheater from ruining the game for everyone else.

    More subtle cheats, like ones to see through walls, are impossible to prove; but the truly obnoxious and outrageous stuff would be shut down cold. And that's a good thing.

    steveha

    --
    lf(1): it's like ls(1) but sorts filenames by extension, tersely
    1. Re:Let the players kick and ban by jooniqzb1tch · · Score: 1

      Well, having a voting system is certainly a good thing, but the only solution of this kind that will actually work against the worst k1dd1es is having a lot of trusted admins on the server playing the game.

      I played some CS on servers with a mod installed allowing people to vote to change maps, kick users off etc, but as at least 70% of the people need to agree and actually vote against someone, it didn't happen too often .. besides, imagine having 4 or 5 lamers (possibly even clones/bots) join the game you were playing with a few friends, no way you can vote them off because they represent a good percentage of the number of players... actually they might even manage to kick you off.
      letting only users who come often vote for kicks might be a good idea.

  60. I Cheat! by Cheshire+Cat · · Score: 1
    Okay. I confess. I cheat from time to time in games. Mostly Half Life. When the speedcheat was tearing up servers several months ago, I'd use it from time to time to give me a new element to the game. But after a few minutes the newness wears off and the cheat gets boring.

    Aimbots are similiar. They're fun for several rounds but once the newness wears off then its not as fun. Of course, half the fun is the reaction of people when the realize someone is cheating. I've never been called a fag so many times in my life! :)

    So how do you get rid of a cheater? Simple: ignore him. I think most people who cheat do it for attention, either positive ("Wow you're great!") or negative ("Get off this server, homo!"). If no one pays him any attention he'll leave and go somewhere else. Of course, if you can get an entire server to act like no one is cheating, you can color me *very* impressed.

    --

    Last night I shot an elephant in my pajamas. How he got in my pajamas I'll never know.
  61. What kind of losers are you playing anyway? by SimCash · · Score: 1
    Geez, its just a game! When I play against humans I have a simple test, I just ask them "What cheats are we going to agree to use?" Then we play. If I thought they would use undisclosed cheats, I'd never play them.

    That works because I find friends first, then we game together. Doing it the other way is like walking into a casino and sitting down to play poker. I love to play poker, but won't do it in a casino.

    When we do spring cheats on each other, the game is to win quickly, then teach how we did it (e.g., if I find the BFG that is hidden under the floor). People who are building these more sophisticated cheats (e.g., the autoaim etc.) are really playing a different game titled "who's the best cheater", which is fine as long as they know it, their opponents know it, and we all go in with that knowledge. In a room full of strangers, I would always assume I was playing that meta-game, not the baseline game.

    An old poker adage covers this very well,

    When you sit down at the table, if you can't spot the designated "sucker", then you're it!
  62. Cheating is new? by ruckc · · Score: 1

    Cheating isn't new its in Casino's and everyday run of the mill poker games. I don't like cheating but i mean shit, has there ever been a time when someone didn't cheat?

  63. Re:PunkBuster by ruckc · · Score: 1

    last time we tried to implement it on a lan cs server even if the person installed it the server thought they didn't have it installed, so we scratched it for a more direct approach, logged ips, you cheat your banned.

  64. Re:encrypted data is larger? by ruckc · · Score: 1

    it will increase pings mainly, it would take a few milli seconds todo any kind of worthwhile encryption

  65. Re:RedHerring author on crack by jred · · Score: 1

    Not only do you have checksums & what-not, but most encrypted data has lower compression ratios, so that adds to the bandwidth as well.

    jred
    www.cautioninc.com

    --

    jred
    I'm not a mechanic but I play one in my garage...
  66. Re:Online cheating by VeryApe · · Score: 1

    xqz2 aimhack

    This cheat has worked in counterstrike for god knows how long. The latest versions are also immune to punkbuster. I don't use it, but I like to know what's available to my enemy. Even if only to help spot the cheaters.

  67. PunkBuster by SpookComix · · Score: 1
    I've only recently started playing games online. I was tired of being owned at the LANs that I attend, so I hopped on the net to play Quake 3 and Counter-Strike--just to sharpen my skills.

    I tired quickly of the online cheating that ruined the fun for the other players, both on my team and on the cheater's team. Finally, one of the CS servers that I liked to play on installed PunkBuster for a while. PunkBuster doesn't necessarily prevent cheaters, but it announces to everyone in the server that "Player X is using the Wall Hack", etc. Suddenly, fewer players were using the server, and the games seemed more balanced.

    Each user has to run the client version of PunkBuster on their machines before connecting to the server, but to me, it's worth the extra few clicks. I'd rather play on a server that helps keep thing fair than get stomped by some jagoff with the latest hack.

    --SC

    --
    You read fiction? I write it! Lemme know what you th
    1. Re:PunkBuster by Omerna · · Score: 1

      Went and checked, it only works for CS, but they're working on expanding it to Q3 and UT.
      --------------------------------------

      --


      No sig for you.
    2. Re:PunkBuster by IanA · · Score: 2

      punkbuster does not work
      reasons:
      1. not intended to yet
      the current focus is getting it stable, not yet stopping all cheats

      2. not wide use
      almost 0 servers run this in required mode

      3. lack of updates
      recently(read about it at crossfire.counter-strike.net) a anti-cheats CS page posted cheats after waiting I believe 3 weeks for valve and punkbusters response(he emailed them first) and getting none.

      its a good system, but would be much better if valve implemented something similar themselves built in and gave a shit about their customers past getting paid

    3. Re:PunkBuster by moz25 · · Score: 2

      Blocking ips doesn't work. Cheaters can often easily find new ips to login from. Also blocking ips of cheaters means you will be blocking ips of non-cheaters too.

  68. Re:RedHerring author on crack by cpufreak · · Score: 1

    erm....this wouldn't work...in a gamw
    especially as these packets are being sent in real time...so it would be impossible to have the 27000packets, encrypt them and then transmit them, without having regular pauses in the game. which would be *very* annoying

    try to think through your idea, before resorting to calling ppl idiots, or suggesting unproperly thought through ideas. :)

    personally, I run punkbuster on my CS server, and force all users to run the pb client..this way, I'm fairly confident that no one is cheating

    cpu

  69. Re:Solved long ago by MUDs. Run game on server. Du by cpufreak · · Score: 1

    moo

    I think ASUS should be publically condemmed, and shamed and killed and have nasty things done to them for writing those STUPID drivers.

    if anyone thinks they are a good idea...go jump off a bridge...

    come on, CS/Quake3 etc are *only* games... cheating is lame...its stupid, its pointless... it doesn't make you a better player... its nearly always possible to identify who is /isn't cheating... and ppl wont trust you if you get caught once.
    those who think they must cheat, so ppl think they are a good player should spend more time worrying about more important things - like the microscopic size of their penis perhaps? :P

    cpu

  70. A cheating bibliography by Animats · · Score: 2

    The only significant thing about this article is that it's in the Red Herring, the investment magazine. Slashdot has covered this before, and the previous coverage was better. Go there. Also see this list.

  71. Re:Solution is simpler clients, smarter servers by donglekey · · Score: 2

    That's a very interesting idea. I would say that one client per person would be better and to have a trial system for people's keys to be revoked. People file complaints to a central server which keeps tracks of actual game servers, and a shit list. Complaints contain information such as time of cheating, what happened, and maybe even a server log. If 3 or so people file a complaint against one key, then they go 'on trial' make their case by filling out a form, and the people hired to stop cheating evaluate the forms after being properly educated about that game itself, and the possible causes for false alarms etc. When someone starts a server, they can choose not to allow shit listed people, and authenticate every person through the use of their keys and a central server. I think it just might work, although I just thought of it, so I am sure their are some kinks.

  72. evolution in action? by small_dick · · Score: 2

    in war, improvements are often made to weapons, on the fly, to increase their lethality.

    ditto for armour and maneuverability.

    who is to say that the hackers aren't doing the "right thing"? they are using their skills to win a battle...sounds human enough to me.


    Treatment, not tyranny. End the drug war and free our American POWs.

    --


    Treatment, not tyranny. End the drug war and free our American POWs.
    See my user info for links.
    1. Re:evolution in action? by Scorponok · · Score: 1

      "they are using their skills to win a battle...sounds human enough to me." Using their skills? If I download KillBot9 from www.l33th4x0r.net, how exactly am I using my 'skills'? If I wrote it myself respect would indeed be due, but how many people do that?

      --
      This message brought to you from Incompetence Central
  73. Problem with cheating is that untrusted clients by Thrikreen · · Score: 1
    ...won't work. At least for FPS games. I keep seeing people post about that and all the game-states being held on the server... but you can't have that in a first-person shooter, because it's already like that in a way!

    As long as there's a client that sends input to the server, you're going to have aimbots. Due to how 3D FPS games are designed and that most people use the keyboard+mouse setup, you're going to have different sensitivity settings for turning rates, depending on everyone's playing style. Which means if the server gets some packets from the client that he was pointing at 0 degrees, then 180, fires a shot, then back to 0, there's no way the server can tell if it's an aimbot or just a player with a high sensitivity setting. And it would be bad to limit the turning rate, because everyone plays differently. Hell, my HalfLife config has a button that toggles between a low and high setting depending on the situation needed (i.e. low for sniping).

    Well, actually if the server receives a packet of 0, 180, 0, it probably IS an aimbot since most of the time you'd have some packets between the two directions. But aimbots nowadays restrict their cone of fire to like a 30 degree cone in front, or vary the angle so it's never exactly on the other player, or can insert a couple "tweened" packets so there's no instant lock-on. Or act like an autoshooter (0 degree cone) so all you have to do is pass your crosshair over the other player and it'll fire for you.

    There's not much you can do against aimbots, other than introduce an element of randomness in the weapon path so the aimbot can't compensate for that (like Counterstrike, the more you move or fire, the more inaccurate the weapon becomes from recoil and all that). Encrypting the data will only work til the encryption scheme is broken.

    It's a bit easier for wallhacking, in that with the current setup, you send other player locations before the player sees them, to let the prediction can handle it (i.e. if player A continues to move on this vector, then he'll show up on the player's screen in X seconds). Just have better server code to handle where the players are and what they can and cannot see (so even wallhacking, you might get advanced notice of the other guy 1 second ahead, but not 5). Or hell, just go back to software rendering! =)

    Hacked models and skins, modifying them so they're easier to spot (i.e. skins where the head is white for seeing in shadows, or spikes sticking out) is somewhat easy, just lock the models so they can't be modified.

    Systems like Punkbuster are good in that it'll get rid of at least the majority of players who simply download the cheat from some website, but to a determined cheater, he's going to use something which PB does not check for, and continue to cheat. Having a pay for an account system could work, unlike, say, HalfLife's WONid system, until you pay, the account and ID does not exist, which limits the cheaters who rely on anonymity or cdkey generators. But that also filters out the legit people who can't afford $ for the ID. But passwords can be hacked, unless you also have an option for those with static IPs (or known IP ranges) for some extra security. And of course, if caught cheating, id is banned, and you'll have to pay for a new one.

    sigh... if only we can get rid of all the lamers who have to resort to cheating or ruining other players' fun to get their entertainment. I think the PB people have the right idea in that, cheaters have to be held accountable for their actions.

  74. Nail on the head! by Otis_INF · · Score: 1

    Exactly, the same thing I was thinking when I was on several UK2 CS servers this week: all free map servers contained at least 1 wallhack luser. And what happened? a complete outburst of flames towards the guy. If you think of it: that must be the reason why he cheats. I mean: what kind of value does a 44-5 score have on a CS map when you just pick up your m60 and shoot everyone through the walls? none. So ignoring the loosers is the best way to let them stop: no attention, no fun for them.
    --

    --
    Never underestimate the relief of true separation of Religion and State.
  75. If You Ain't Cheatin' You Ain't Tryin' by jzap · · Score: 2

    In almost all sports, a certain amount of cheating is part of a winning strategy.

    At the organized level (ie. NBA), you have referees. They have the rulebook, and when someone cheats, they call a foul.

    Not exactly when, but maybe about half of when. If the average penalty for cheating doesn't wipe out the advantage gained from it, then you do it. After all, your first loyalty must be to your team.

    In specific cases, this can be a no-brainer. If you're covering a receiver downfield and he's about to catch a pass for a touchdown, you tackle him. The penalty for pass interference sure beats giving up six points.

    So, is that cheating? If you disguise it so the ref might not call it and you get away without a penalty, is that cheating? Or is that just a lucky break?

    In ice hockey, this is most evident. Penalties are called only if the infraction exceeds a certain severity. Well, certain is perhaps a poorly chosen word, 'cuz it varies wildly from game to game, ref to ref, and even minute to minute. As a player, you test this threshold until you see how bad you have to be before you get called. Hence the adage: If you ain't cheatin' you ain't tryin'

    My solution to on-line game cheating? Simple -- if you get caught, you have to give back all your prize money.

    --jzap

  76. Re:Random Cheat Testing by jedwards · · Score: 1

    Probably : http://www.ozforces.com/showthread.php?s=b50e0ee85 7c1967c4232f31f03f60b4a&threadid=11766&highlight=m aniac+and+demo+and+cheat

  77. Re:RedHerring author on crack by enneff · · Score: 1

    Okay... I PGP'd a 27mb zip file full of jpegs, and it came out only 15k larger.

    You're a fucking idiot.


  78. Re:Solution to Cheating by fetta · · Score: 1

    Game programmers should aknowledge the fact that there are cheaters and implement an easier way for other players to vote him off the server.

    Tribes 2 already has this function.

    --
    ** The opinions expressed here are my own, and do not reflect those of my employers - past, present, or future**
  79. Re:Solved long ago by MUDs. Run game on server. Du by Lozzer · · Score: 1

    More recent MUDs (e.g. the stuff by simu) have a server enforced time that each action will take, as well as maximum buffered inputs for zero time commands. They still have problems with scripters of course, the battle continues...

    --
    Special Relativity: The person in the other queue thinks yours is moving faster.
  80. Re:RedHerring author on crack by Lozzer · · Score: 4

    So, instead of doing this: prepare data -> encrypt -> compress, do this instead: prepare data -> compress -> encrypt.

    Any reason why that wouldn't work?

    --
    Special Relativity: The person in the other queue thinks yours is moving faster.
  81. Re:Solution to Cheating by proxima · · Score: 1

    Tribes 1 is easy. Start a vote (when the feature is enabled on the server) by bringing up the menu (tab) and going through 2 levels or so of numbers (something like 2, then player num (the player list is right there). Everybody else just has to bring up the menu (small, transparent and used for checking kills as well as voting) and typing one number to vote yes and another number to vote no. The same voting process is used to give admin status, change maps, etc. Voting occurs constantly.

    Since I've played Counter-Strike, I know that voting in that game is simply poorly designed. However, other games have it right.

    --
    "The universe seems neither benign nor hostile, merely indifferent." --Carl Sagan
  82. Well we're getting a little off topic here... by issachar · · Score: 2
    In order for your reply to be convincing to me, I'd have to agree with the unstated premise that divorce is relevant in discussions of morality.

    Well you can't prove morality by logic alone, but you can prove that divorce is bad if by bad you mean harmful to children.

    Check out the 1993 article on the subject in Atlantic Monthly. Always a good source...

    --
    . --- If you're looking for free e-mail you won't find it here! http://www.noemailhere.com
  83. Cheaters suck by loraksus · · Score: 2
    I just finished a game where 10% of the players had aimbots. Yeah, it was kind of shitty, but the point is, these 5kr1pt kiddies or whatever were killed, on average, the same amount of times as the rest of the people there. The majority of the cheaters are either children or incompetent assholes who couldn't win a game against a bunch of bots.

    One advantage you have against these losers is their equally pathetic knowledge of computer security. I love windows security, these lamers don't even know that they need a firewall. It's kind of cute, can also be amusing.

    I don't know what to say, check this link out.
    It's an ebay auction for an aimbot, look at final price and the COUNTER!!! It show how pathetic these people are.

    http://cgi.ebay.com/aw-cgi/eBayISAPI.dll?ViewIte m& item=1606604206

    Though I still hate you fuckers with T3's and 30ish ping - thats almost as bad as cheating ;)

    The slashdot 2 minute between postings limit:
    Pissing off coffee drinking /.'ers since Spring 2001.

    --
    1q2w3e4r5t6y7u8i9o0pqawsedrftgthyjukilo;p'azsxdcfv gbhnjmk,l.;/
  84. Cry me a river... by yoshi_mon · · Score: 2

    I'm afraid I've got a newsflash for everyone: Life isn't fair.

    As an avid online game player I understand the frustration that can be caused by a cheater. After a humiliating defeat there are the lingering doubts, was your opponent was simply more skillful than you or cheating their asses off.

    However, this article almost seems as if they think a solution to cheating must be found or online gaming will suffer drastically. Since online gaming has done nothing but grow and grow I seriously doubt it.

    While cheating is an annoying side affect of online gaming, it's part of life in general. People have a natural tendency to not want to work hard to achieve top results. (Look at Microsoft, why build a better product when FUD is so much cheaper?)

    --

    Really, I know what I'm doing...Ohhhh, look at the shiny buttons!
    1. Re:Cry me a river... by Squiffy · · Score: 2

      Grrrr. We know life isn't fair. What's wrong with wanting to do something about it?

  85. Only when game companies don't follow the rules. by Spazmania · · Score: 2

    Two basic rules to the security model when building an online game:

    1) A clever, capable player will know everything his computer knows about the state of the game.
    Corollary: Expect secrets told to the player's computer to be overheard by the player. Especially secrets like the position of objects not in the player's line of sight.

    2) A clever, capable player will control everything about the state of the game that his computer controls about the state of the game.
    Corollary: Borg assists have been around since nettrek in the early '90s and will surely be around 10 years from now. Design a game that works as well with as without them, and you won't have a cheating problem.

    Game companies who "cheated" on these two rules in their development phase now have a cheating problem. Isn't that circular?

    --
    Moderating "-1, Disagree" is simple censorship. Have the guts to post your opinion.
  86. Re:RedHerring author on crack by duffbeer703 · · Score: 2

    try PGP'ing 27,000,000 1024 byte packets and see how big that grows. Then figure out how much CPU time is required to decrpyt all of those packets in real time.

    You'll figure out who really is the fucking idiot.

    --
    Conformity is the jailer of freedom and enemy of growth. -JFK
  87. Cheats are good by moose_hp · · Score: 1

    Yeah, they improve lots of programming related skills like reverse enginering and things like that, when the cracker becomes coder, this skills helps to improve their code by using anti-cheat techniques and making a better code, wich make better crackers, and then it helps on evolution...

    --
    DON'T PANIC.
  88. Re:Cheat On! by glowingspleen · · Score: 1

    This is exactly what happened to the Quake 1 Mega Team Fortress crowd. Believe it or not, but the gameplay was SO solid and addictive that thousands of people still play a game based on the Quake 1 engine. Except that number shrunk drastically about a year ago when everyone discovered bunny-hopping. Now even the slowest class moves faster than a scout. Everyone "can" do it, but it utterly ruined fair play.

  89. Re:Not that easy by YKnot · · Score: 1

    Can you say "Denial of Service"?

  90. RedHerring author on crack by Magic5Ball · · Score: 1

    "Whether it's aimbots for Unreal Tournament or techniques for improving response times over the Internet, the potpourri of cheats shows how pervasive online cheating has become."

    I'm sorry, but having a faster connection or tweaking your stack isn't cheating.

    "A drawback of encryption is that it can slow down the game by stuffing the communications pipe with more data." Uhm... Encryption doesn't require more bandwidth except when sending keys/pads back and forth (which is a marginal amount of the total game bandwidth anyway).

    "But game developers also have themselves to blame. For years, programmers put hidden codes into their single-player games so that they could take shortcuts as they tested them. Game magazines and Web sites began a lucrative side business telling players how to use these codes to cheat. InterAct Accessories, for instance, sells GameShark, a "video game enhancer" that has thousands of cheat codes for beating PlayStation video games."

    GameShark: Off-line. Unsanctioned.

    --
    There are 1.1... kinds of people.
    1. Re:RedHerring author on crack by mrmag00 · · Score: 1

      Try convencing a game developer to implant a protocol as strong as PGP into a game, then you will find out who is the idiot.

      Really, what games need that type of encryption, when one side will always been vulnerable (read memory, find key, 'internal game structure', as another poster said.)

      Maybe you are scared sombody will sniff your movement on your subnet and be able to cheat that way? Hrmm... *idea light pops on*

    2. Re:RedHerring author on crack by unformed · · Score: 2

      uhm...encryption -does- require more bandwidth in order to be effective.

      Any decent encryption uses checksums, repeated bits, and a ton of other info in order to make sure the info being sent is valid, and hence requires more bandwidth. Sometimes, they can use compression to make it smaller, but not by much.

      If you don't believe me, take any file, and run a decent encryption algorithm on it, and watch the file size change. It also slows the game down due to additional clock cycles being spent on encrypting the data...

  91. You can't even trust the hardware... by rafelbev · · Score: 1

    or at least the software that runs the hardware. Yes I am talking about those see through drivers that ASUS had released. See this article to refresh your memory. Yes, these drivers have been revoked, but what I am ranting about is the ability for someone to forge the drivers so that servers who check for them are fooled, or else for some insane person to actually code them from the ground up. Well, he really should be insane!!

    --
    Dodge this !! --Trinity, The Matrix
  92. "Cheaters" suck vegetarian arse! by Blancmange · · Score: 1
    Azundris:
    One person may be good with the rocket launcher, the next may be good with the BFG -- or the debugger. Problems have solutions. Transcending the presented solution-space to find meta-solutions, preferably including some nifty code, seems more like something we should welcome to me: the victory of geeky engineering over gruntly brute-force. All hail the "cheater": All hail the engineer

    You vastly overestimate the creativity of those "engineers". If their efforts are supposed to be creative, why is it that their hacks invariably use "gruntly brute force" - naïve ballistic calculations and simple health fudges?

    Apart from that, most cheaters do not even write these simple minded hacks but download and apply them, pretending to be 1337 to their online opponents.

    The need of cheaters to be seen as 1337 to such an extent that they need to lie and have their computer win their games for them is a sure sign of some sort of geekish mental incapacity.

    Seriously, when someone womps you in a game of NetStorm in a minute with the help of infinite money and instant build times then describes the cheating as "fun" in a following chat session, what other conclusion can you make?

    Cheaters, like script kiddies, are a wee bit retarded, and somewhat creepy. Finding one in an online game feels a bit like discovering that a person you've been talking to on IRC is a child molester, or an amway sales 'bot.

    --
    Blancmange
  93. Re:Congrats! Re:Shit! by Derleth · · Score: 1

    Then I can assume your little screwup was intentional, or is this an example of Guadere's Law? (Guadere's Law: A shameless in-joke only the users of the Straight Dope Message Bord would understand. Succinctly, anyone correcting a spelling or grammar mistake of another poster is bound to make his/her own spelling or grammar mistake in the post correcting the mistake.) Yes, this is my first post. Thanks for asking "Who the hell is that?"

    --
    How can you use my intestines as a gift? -Actual Hong Kong subtitle.
  94. Re:Random Cheat Testing by linzeal · · Score: 1

    um, it is a huge site can you post the url to the thread please ?

  95. The line... by mrmag00 · · Score: 2

    should be drawn at multiplayer games. I personally could care less if you want to cheat on your own computer in your own time. In fact, if you wish to cheat with other cheaters that is your choice too. But once your cheats start screwing with me, then I get pissed off. The only true way to make a game 'un-hackable' is to make the client untrusted, as Diablo II does. Even D2 has been hacked, but it has by far had the fewest online cheats. Blizzard went ahead and left an open battle.net where the client would be trusted (and therefor are cheats), and there is also realms where EVERYthing is stored on the servers, and every time you click a button that click is sent to the servers and the servers tell you "ok, you swang". This puts a tremendous load on the servers (anybody who has seen Diablo II when it first came out saw the problems they had), and im sure it costs a tremendous amount of money. The only other approach to cheating that sort-of works is releasing new patches every couple months that re-work the protocol so cheats have to be re-writen, and hardly solves the problem.

    Programs like PunkBuster are just as stupid (In case you dont know, that is a program to detect cheats for games). People will just hack that too to disable it. No matter what you try the cheaters will always find a way.

    Consoles happen to be lucky, they will have the fewest number of cheaters because its simpley harder to cheat on. But once you start throwing consoles in the same arena as computers (xbox PC hardware) you are asking to get screwed over. The line between consoles and PC hardware seems to be getting finer and finer.

    Anyway, just my lame 2 cents.

  96. Cheat On! by 2MuchC0ffeeMan · · Score: 5

    see, the thing to do is enable cheats for everyone, and see who's the best cheater.

    i wonder how long they will get sick of having god mode on for everyone...

    i can see it now... 'look, i can make you jump with my rocket launcher, hahahahaah' ... i give it 5 minutes.

    --
    Runnin' On Empty .... I'm Still Alive
    1. Re:Cheat On! by Alatar · · Score: 1

      Then the hardcore cheaters would change their computer clock to always be Christmas...and instead of just changing the computer date via the control applet, there would be a downloadable .exe (written in Visual Basic, 1038k) called, "DaRk aNg3l'Z super-powerup cheat"...

    2. Re:Cheat On! by thopo · · Score: 2

      that's actually an excellent idea! cheaters won't feal superior to non-cheaters anymore (in a world of cheaters everyone suddenly becomes a non-cheater).
      that's like when someone is bugging you to get your attention. he will stop when you ignore him.

      i hope someone has the balls to enforce cheating in their next game at least for one day (like an easter egg that gets activated on christmas or whenever). that'd be lot of fun.

      --
      keep it simple.
    3. Re:Cheat On! by Gizzmonic · · Score: 1
      A game where you have to write scripts to have a chance? How about a developer kit that writes code depending on how good you are at Unreal Tournament?

      Now that would be fun.

      --
      (-1, Raw and Uncut is the only way to read)
  97. Re:Comatose Client: All-Purpose Server by groomed · · Score: 1
    A solution: All power must lie in the server; none with the client.
    Yes sir! It's not for Big Corporations or overzealous parents to take away our freedoms!

    No sir! It's gamers, demanding you publish your biometric signature on a .NET powered authentication server!

  98. Re:Cheating. by JWhiton · · Score: 1

    This is why games like EverQuest which require every user to give a wealth of info (credit card numbers for billing, etc.) are able to effectively deal with people who break the rules, unlike rather anonymous games like Quake 3.

  99. Valve is cool .. by RedLaggedTeut · · Score: 1
    Remember the entire HalfLife TFC/CS is basically a free addon you get at no cost - with lots of updates so far.

    So I think it is not fair to go whining about Valve.

    More players stats, and an easier "vote against player" would be cool.

    Technically, some cheats would really need a modification to the operating system to work around.

    --
    I'm still trying to figure out what people mean by 'social skills' here.
  100. Solution? Only play with those you trust by Mnemia · · Score: 1

    I'm in a fairly serious Counter-Strike Clan (www.tarclan.com) and I can tell you that the cheating problem has been a continual plague on the concept of league play in CS. For a little while recently, Punkbuster seemed to be working for at least keeping down the numbers of cheaters in league matches, but recently it has become obvious that a great number of cheats were not being detected by PB. Whether this is being done through hacks of PB, or simply because new cheat programs have become available that PB does not yet recogize is unclear, but certain leagues have become virtually unplayable as a result. In my clan we know and can accept that there is really no way for us to catch all the cheaters...so basically we now just scrim and match clans that we know and trust as noncheaters and don't let the children on the publics bother us. It's a lot more fun for everybody if you can trust the opposing team enough that you can just play the game and have fun without worrying about who is cheating blah blah blah. The clans we play have built reputations as being good as well as trustworthy, and aren't willing to risk that over a match. So, although the public server game for CS may be pretty dead for the moment, there is still good fair play to be had if you dig deeper into the CS community.

  101. Not that easy by Neurotrash · · Score: 1

    As several others pointed out, there are many games that already have better voting methods; usually one player calls a vote and everyone gets a little message at the top of the screen telling them what the vote is, and to press one button for "yes" and the other for "no". Unfortunately, it's my experience that these votes hardly ever pass. I'm not sure if this is because of bad vote-counting algorithms (it seems that some systems count abstention the same as voting no, rather than disregarding it entirely) or what, but clearly something isn't right. Even when someone is blatantly and obviously cheating, it's almost impossible to get them kicked off.

    --
    [the absolute destiny: apocalypse]
    1. Re:Not that easy by joepits · · Score: 1

      What it should do is pause the game entirely for all players untill they vote. Kind of like in Australia where it is the law to vote.

    2. Re:Not that easy by CKW · · Score: 1

      Certain Counter-Strike servers already have this. It's some kind of semi-automated server administration program I think. (Not a core/real part of CS...) I presume that only admins can start a vote. (Or perhaps it scans for chat based accusations of cheating and then starts a vote.. ;)

      But you are right, it is nearly impossible to get a vote for something or someone.

  102. Re:Solution to Cheating by panic911 · · Score: 1

    Game manufacturers could implement a way so you can point at people in the game or freelook and you could press a key to vote against that person. I know counter-strike has the scripting ability to build one of those. You could just bind a key to an alias that votes against ppl you're pointed at.

  103. Solution to Cheating by joepits · · Score: 4

    I've always wondered why it is so difficult to vote against a player in Counter-Strike. You have to open the console and type listplayers to find the cheater's number, then type vote #### whatever number he is. A lot of people are too lazy to do this or don't know how. Some don't even know how to get to the console.

    Game programmers should aknowledge the fact that there are cheaters and implement an easier way for other players to vote him off the server.

  104. Cheating in one player games by Bahamuto · · Score: 2

    My best friends always does this to himself. He starts a one player game, usually a role playing game. Then he either gets the hint book, or finds a crack or cheat, and then makes the game no fun for himself and doesn't finish the game. I always yell at him for it to. One time he wanted to see how many dragons in a row he could take in BG II... oh well his loss....

  105. The problem is by Hobobo · · Score: 1

    The problem is with cheating, as a Blizzard employee who worked on Diablo pointed out, that because of the Internet, once one person create a hack, every Joe-Stupid can have the cheat.

  106. Oh good lord, give me a BREAK... by Kasreyn · · Score: 2

    So cheating in multiplayer computer games is the new Scourge of the Internet? Do you have any IDEA how pompous and stupid that is? The only people more ridiculous than people who need to cheat to "win" at a computer game, which is nothing more than manipulating bits on a computer in a predictable way, are the people who think those clowns are anything other than amusing.

    I know what I speak of. For years, Diablo on Battle.net has been rife with cheaters. In fact, approximately 95% of people in public games of Diablo are cheating (I shit you not, and that's a kind estimate; it's more like 99%!). What sort of people are these? These aren't "dangerous hackers". They're stupid 13 year old punks who think that turning on godmode in a trainer someone else wrote means that they're "better" than other players. All it is, is adolescents showing their immaturity. To say cheating at computer games is a terrible problem is massively overrating the importance of it.

    -Kasreyn

    --
    Kasreyn: Cheerfully playing the part of Devil's Advocate to hairtrigger /. flamers since 1999.
  107. Random Cheat Testing by lmake · · Score: 2

    This is the solution. And it isn't as hard as you think at least it isn't in Unreal Tournament. If you create a demo of yourself playing using a cheat, only people who also have that cheat installed are able to run it.

    I help run a forum for gamers at www.ozforces.com and we recently did a test. We created a demo using a game that had a cheat installed. We then posted the demo on the forum and asked people to comment on the demo. Most people came back and said they couldn't run it, but there were a few people who could. When we informed people that you would only be able to run it if you had the cheat installed we got flamed badly, but it was an interesting experiment.

    This experiment didn't actually prove that they were cheaters. It only proved that they had the cheat installed. Unfortunatly it is starting to get to the point where if you find people who have it installed you have to assume they are cheats and disallow them from the server.

  108. Cheating. by iomud · · Score: 2

    Anonymity increases the probability of people cheating. Even if they get caught there are essentially no consequences, just pick another server or nickname reconnect and carry on cheating. I also think the complexity of a game contributes to its signal to noise ratio in the sense that an rpg may be less likely to have the ratio of cheaters than an fps like half life. This may be due to simply having more players or the dynamic of the game is one that doesn't necessitate a whole lot of thinking compared to say an rpg. I think what I'm getting to is that reflex based games might be more prone to having people develop cheats for.

  109. Only STUPID cheaters by Omerna · · Score: 5

    sometimes win. Smart cheaters always win.
    --------------------------------------

    --


    No sig for you.
  110. PunkBuster by Omerna · · Score: 5

    Available at http://www.PunkBuster.com (to lazy for html) stops many cheats for FPS games. I don't have the full list, but I use it for Counter-Strike. It's free, downloads quickly, and is very effective. (ie: any cheat that's in the program is totally blocked). It does require both the server and client to be running it for it to work :( If it ain't on the server if I have it running it doesn't matter at all.
    --------------------------------------

    --


    No sig for you.
  111. Comatose Client: All-Purpose Server by Vegan+Pagan · · Score: 1

    A solution: All power must lie in the server; none with the client.

    Ideally, the client must be nothing more than an I/O device for the player to interface with (and send payments to) a server that would store and process 100% of the game. The server would have the CPU, the GPU, and the whole game in RAM. The player would send his inputs over the broadband, the server would process them, and send the outputs back over the broadband, compressed in whatever format is convient, for the client to decode and display. The player would be under the impression that he is running the game locally on a top-of-the-line PC with zero load times. Also, he would be perfectly synchronized with all other players (who would connect and relate to the server in the same way). What other benefits would he have?

    There would be cap for needed bandwidth. If the server sent the actual game code over the internet, the consumer would need as much bandwidth over the net as his local HD, which is several MBps. Under this system, he would need only enough for decent looking streaming video, 0.5 to 1.0 MBps.

    The game code would only exist on the server(s), so it would be very hard to hack or pirate. If someone did manage to steal the code, it might be unusable (needing proprietary hardware) or undesirable (he could only host games isolated from the rest of the servers). Also, the developer could change and update parts of the game daily, making players want the genuine service to get live updates and stay current with other players.

    The client hardware could be quite cheap.

    All the world's content would be at the consumers' fingertips (gee, it sounds just like the internet, or Napster even).

  112. Suck my Diku. by Kibo · · Score: 1
    Muds have had cheating forever. Think of trusting, area building kits, and hell even old fashion access to player files. Why I remember a non-player killing mud that had a spell which would nearly assure your ability to pkill someone from any room on the mud. All you had to do was cast a spell to cancel their protective, or any positve spell they had, during a nasty fight. Oops. Turns out when they added the new spell they forgot to check the room the target was in. That said, MUD's had far fewer flaws to exploit, but they were really much simpler programs.

    In the case of Quake, cheating can be high praise. I got kicked of a server for being an old skool reaper-bot. High praise indeed.

    And lately PSO is been a bit of a bitch. Can I blame the pkillers, sure, a little. But they couldn't be pkillers if the programmers for PSO weren't so shockingly lazy. I'll never know why they use signed integers for values that shouldn't ever be negative. Screw Sega. It's just that kind of commitment to quality that insures I, and a great many others, won't be bothering with PSOv2, and other Sega crap. $50 bucks isn't a lot of money, but when a game isn't even worth the gas to fetch it...it sure seems like a lot.

    --
    --Jimmy has fancy plans; and pants to match.
  113. Ya had me hello; lost me at by Kibo · · Score: 1
    Sure windows isn't going to suddenly become ultra secure. But that in no way precludes programers from writing smart code. You can do all sorts of interesting things to check for cheating. You can have a special thread that sniffs out states that trainers might be likely to find useful, and test them. Maybe do something like use all the data encrypted in memory. Only functions which modify data like health, or whatever is interesting can call a function to decrypt the data. Then modify, test, encrypt, and return. The aimbots might be pretty formitable to guard against, but one might conievably be able to craft a program which runs in the background and looks at what is sending messages to the "mouse", and kill it if its not approved.

    But now my rant....
    afx_msg void OnRantInit();

    The problem here aren't two seperate problems. Ie. it's not really about the programers being lazy, the companies being cheap, and consumers unwilling to pay for better service, or unwilling to seek better service out. It's about people, over all, being lazy and cheap. Almost irrespective of the undertaking. (In this case stoping cheating.) I'm lazy, and cheap. I'm not particularly proud of this, but I've...made my peace with it. I might try another server or two. But really...there are too many forms of entertainment willing to satisfy my appitite, and most don't ask me to put forth any effort. If I shell out $50 bucks for a game, I sure as hell won't pay $10 bucks a month to play it. That $10 bucks would be better spent on a netflicks account. Or that greatest Van Damm movies DVD boxset (the one he personally brings over to your house, for an extra $5 he'll mow your lawn too). Like wise when someone cheats in an online game, why not just remember to not buy games made by those shiftless loosers? Why that's very easy, and costs almost nothing. After all, it'll free up some time to pursue other modes of fun.

    With respect to it being a social problem, I happen to agree whole heartedly. Why who wouldn't? But to say there is no room for technology? Why, I'm tempted to call you a Luddite and kick over your barn. Technology solves all manner of social problems. Why TV helped inform people about their world as was never before possible. There was a time when people didn't really know what lay beyond the horizon. And thanks to technology, children today have the history of, not just the world, the universe delivered to their home, the best of it for free. As for technology's place in games. Well I imagine crossing someone who's other hobbies include writing worms and viruses might provide a particular direction for another decidedly technological approach. But even with the faults I, if not others, find in your rant, I can't disagree with the truth, that some people are assholes, and we need to live with. To that end, I'm with the NRA, we need more guns in schools (teachers, kids, as many as possible). Then we give it a few years, things will work themselves out.

    --
    --Jimmy has fancy plans; and pants to match.
  114. Damn it Keanu... by Kibo · · Score: 2

    There is a damn spoon. And no freakin macaroon is gonna change that.

    --
    --Jimmy has fancy plans; and pants to match.
  115. the biggest problem by IanA · · Score: 1

    is the people who say 'oh well, you can't stop it, so lets not do anything about it'.
    Gooseman of CS has said himself that stopping cheating on the windows platform is nearly impossible.
    It IS possible. The manufacturers simply do not put enough well-thought out effort into it, allowing cheating to take place.
    Why not build a punkbuster like program into the game that will check for updates and patch itself, that way cheats are always automatically stopped? Sure there would be problems, but a model like that with the right design could work.

    Cheating can be stopped.

  116. Who Cares? by ImaLamer · · Score: 1

    It's just a game right? -- It's just a joke before you get mad. -- No really! It's just a game!

  117. Re:Solved long ago by MUDs. Run game on server. Du by Curien · · Score: 1

    But that's just my point. If the SERVER KNOWS that you can't see an enemy because it's hidden by a wall, then at that time, the server should not transmit any positional information to you about that enemy. Make the walls clear all you want, you will see nothing.

    OK, now ask yourself this: "How does the server know whether or not you can see an object?" It doesn't. In order to find out, it would have to all but render your screen for you. You can't just assume that because he's behind a wall, you can't see him. What about holes in the wall? What about cases where the "wall" is really fog (or any other form of reduced visibility)... you want the server to do your anisotropic fog calculations for you and all twelve other people in the level?

    If servers started doing that, it *could* effectively eliminate some forms of cheating. But it would mean a *huge* drain on the server. People spend up to $400 on 3D graphics cards these days (GeForce3, anyone?)... and it does the calculations for one client. You want the server to start doing the calculations for every single client on the server? Geez, man, what kind of equipment do you think these servers have?
    __________________

    --
    It's always a long day... 86400 doesn't fit into a short.
  118. Cheating has benefits to some... by Delor · · Score: 1

    First up I enjoy a good game thats challenging and seems fair as much as anyone else. Mainly becuse I have some skill. But when it gets unrealistic to win.. why would I play?

    I agree with the sentiment that creating cheats and hacking/patching games or whatever develops valuable skills.
    Using them to beat others in the game starts to get questionable. Distributing them to idiots is totaly pointless.
    If you create a secret wepon(cheat..whatever) then why would you distribute it?
    Well apart from the open source/bragging rights issues...

    My main point though is about genetic selection. Without some contention to weed out the weak and lazy there is no way that a population can improve.
    The population that I am refering too in this case is the games industy. While I am sad to see a game that is popular and fun die becuse of weak security code and bad architecture. This does make for a stronger industry over all.
    The game companies that are whinging that they dont have enough coders to regulate cheating and can't admin the servers are.. to put it bluntly.. obviously not doing whats needed to survive in the industry as it stands.
    Making things easier by making a few rules to stop cheating is not going to force them to improve their situation.
    Employ some more coders. Employ some of the lost dot commers. Admin your servers. Stop being cheapskates and then whinging when it bites you in the ass.
    Or get the fuck out of the business!

    On the other hand cheating is only so in the eyes of the defeated. Unless it makes it less fun.. then you are cheating yourself.
    But seriously, you are playing a war based game and someone has developed a better wepon than you have. Hello? I know this is getting a little unreal and people dont play these games for that sort of reason.. still.. with a little restructuring cheating can become a valuable part of the whole game experience for everyone.
    There have been some excelent ideas posted here to allow cheating to continue for those who want to use it. And to remove it for those who dont.
    Now its up to the game companies to actualy pay attention, stop whining and build some better business models that actualy take reality into account.
    I think the subject of this thread is just a few whiners trying to live in a perfect world and then complaining when it doesn't work.

    --
    "... every time I open my mouth some of my stupid escapes!"
  119. Admin-Man to the rescue. by MulluskO · · Score: 1

    I play counter-strike a lot, and the better servers have dedicated admins coupled with modifications that make voting easier. I only play on two servers, and there is always an admin on at all reasonable times if day. Volunteer admins and vote-kicking will save us all from the horror of cheating.

    Just look at Slashdot. Volunteer admins, moderators, keep discussions clean, and on-topic.

    It wouldn't be a bad idea to put a karma system into counter-strike. Players could get points for good play, and it would provide bragging rights for good players.

    Thanks for your time Admins!

    --

    Too busy staying alive... ~ R.A.
  120. Java Game Altered-ByteCode Cheating. by C0deJunkie · · Score: 1

    I saw a sort of flame in the forum section of an italian on-line gaming site ( http://www.gamelandia.it/ ). It seems they are facing users who change the score in the java applet they are playing with, with a simple memory debugger, and get those cheated scores posted and saved on the server. Since the site is giving valuable prizes (cdplayers, home mini hi-fi, car stereo etc.) they are having many troubles, and maybe are deciding to stop the game. Thi s is more than cheating, and the developer didn't provide any way to enable (and disable) this.

  121. encrypted data is larger? by capoccia · · Score: 1
    A drawback of encryption is that it can slow down the game by stuffing the communications pipe with more data.
    This seems wrong. shouldn't encrypted data be of a similar size, just garbled? Extra processing time is required at the client, but it shouldn't slow down the communications. right?


    Bored with your projects?
    Try Einsteinium
  122. Of Course They Do... by increduloidx · · Score: 4

    I mean, how much do you think you'd get for a fenced BFG 10K?


    the liberator who destroyed my property has realigned my perception

    --


    the liberator who destroyed my property has realigned my perception

    www.quantumheresy.com
  123. an epidemic? by verbatim_verbose · · Score: 1

    I wouldn't call it an epidemic. I play a lot of halflife based games/mods and very rarely see someone who I believe is cheating. I think this problem may be amplified some when ppl read articles like this and then run around like idiots screaming "cheater, cheater!!!" every time they get killed by someone with skill. I've seen it happen a lot.

  124. Cheaters by Kevin_Cedrone · · Score: 2

    I stopped playing games (fps, rts) altogether because of cheaters... I have a maphack for SCv1.08 already. It's been out for like 3 weeks... I can't stand to play and lose because I haven't been using the right cheats, and I'd rather know it was skill... I know others, who have genuine (and amazing) skill, but gave up because of lousy cheaters. I wish there was some way we could regulate it... I like in TFC and CS, how if you have your own server, you don't have to worry about cheaters. But I digress. Wait, no, I had no point from which to digress.

  125. Re:Please stop trying to justify being a jerkoff. by Odaeyss · · Score: 1

    If that was true, then they wouldn't use those hacks to play and win at those games. If the game's below you, and you've already done what's important to you -- hacking it so that you can win -- why run around among regular players of the game and ruin it for them?
    That's right.. because you're a troll. A snert. feral. whatever you happen to call the idiots that are just there to get their enjoyment out of ruining others' enjoyment.

    --
    Bob
  126. Online cheating by TheGreatLeper · · Score: 1
    If you find a decent game *cough*counterstrike*cough* that is relativly quick to release patches and such, cheating has never been able to get too far, due to server fixes. Most of the cheats are fixed relativly quickly, then you can go on with your everyday life, citizen. :)

    As was mentioned earlier, cheating is a part of life, games reflect life, therefore, cheating is part of gaming. If you wish it to be different, then educate your kids that cheating is wrong! :)

  127. The solution might be by kraf · · Score: 2

    the referee system introduced in the Q3 mod Urban Terror. The server admins usually don't give a shit about the game, but they can give referee rights to anyone, who have only access to limited number of commands like voting, kicking, etc.

  128. Re:And exercise prevents heart attacks. Flo-Jo? by C.+Tengo+Hambre · · Score: 1
    "good diet and exercise may reduce risk of heart disease."
    May reduce? Don't they know?

    Suppose studies had shown that among test subjects who exercized half of them showed a clear reduction in heart disease, while the other half maintained a normal rate of it. Also suppose that they could not determine ahead of time into which half a person would fall. They have clear evidence that it works for some people, but they don't know for anyone in particular. Therefore, excersize may reduce your risk of heart disease.

  129. Program Bugs by NotoriousQ · · Score: 1

    What about other problems in the game, such as small bugs that can give an edge to the player who knows them.

    One such example is the murderball TFC map, where due to some map error (easter egg????) if the grenade is thrown under battlements, the whole front of the base gets the blast.

    The problem here is that the client is original and correct. No scripts, etc. have been used, but still its a cheat.

    Same thing about respawn spamming, although this one being a cheat is the question of morality.

    But anyway. The only way to fix this is to release patches, as mob rule takes time and actual ivolvement of players to work. Patching has always been a solution for PC's, and might as well become one for the gamestations.

    Remember, when you are downloading MP3's, you are downloading communism!!!

    --
    badness 10000
  130. Re:bwhahahah by bendragon · · Score: 1

    I guess you're one of the 14yr old ppl that use those moronic cheats
    *play online and find out !*
    LAMMER

  131. cheating in counter-strike. by tofu-X · · Score: 1

    I work over on counter-strike (www.counter-strike.net), and i must say that there is an entire cheating industry there. I usually do work with the level designers to help them get their maps as bug free as possible, because people exploit the levels the most.

  132. build a better mouse trap by Anonymous+Genius · · Score: 1

    you can try and regulate cheating, but someone will figure a way around it. just the nature of things, while i am annoyed by people who cheat. without script kiddies on half life, it would get a little too easy to get insane frag ratios and honestly if someone needs that much help to do good in a game, then its jus an ego boost to people like me who play straight

    --
    part time dreamer, full time slacker
  133. Re:Solution is simpler clients, smarter servers by DeBattell · · Score: 1

    This is an excellent approach if the game company is going to maintain its own servers, but if the player have control of the servers many if not most of them will get hacked eventually. A lot of game companies I've talked to don't want to do thing this way because of the expense of running their own servers. They would rather do peer-to-peer games so they don't have to.

  134. Half-Life isn't free by cakoose · · Score: 1

    TFC and CS may be a free download but you have to buy Half-Life (a lot of vulnerabilities are because of the engine, not the MODs).

  135. Re:Solution is simpler clients, smarter servers by cakoose · · Score: 1

    I'm not sure if the server could handle doing line-of-sight calculations for all 20 clients. There is also the added complication of semi-transparent surfaces. As said previously, unless the server renders everything and sends only streamed video to the client, a game is vulnerable (though even with video, a client with enough horsepower could analyze the video and act like an aimbot).

  136. What is the sound of one player cheating? by Lordship · · Score: 2

    Cheating in single player games isn't the threat here. With the possible exception of developing an addiction to workarounds and codes that could carry into online play, cheating by yourself is no threat to anyone but yourself.

    I've heard a number of game designers whine about people using codes to diminish the challenge and subsequently the reward of games they put together. It seems silly. Take Time Splitters for the PS2. Free Radical didn't see fit to put any codes into the game in order to skip through the built in reward system. Players must beat sections of the game to reveal hidden characters, levels, and play modes. While I don't mind playing through the game for these extras, I've had a number of friends grow tired of the game--mostly thanks to the limited number of playable multiplayer maps at the outset--because they didn't have the patience. Free Radical shot themselves in the foot in my eyes because the lazy people in the market passed on the game after renting it or playing it at a friend's house and seeing how much work they would have to do to get anything cool.

    What game designers have to realize is that there exist two crowds: those who are happy to have a reward for all their hard work and those who want all the fun stuff now. Both of them spend money on games and both crowds must be appeased. And please spare me the argument that the presence of codes encourages everyone to cheat and cheapens the morals of good players. My friend Eric and I are both from the former crowd of gameplayers and we often have two saved games on our memory cards: one with our hard-won games and one with all the cheats enabled that we whip out for the party.

  137. Re:Solution is simpler clients, smarter servers by tyoud1 · · Score: 1

    Yeah I wish that you could get one key per person/IP or person/mac address (not sure if that could be done). Then you have a revocation list problem for the keys of cheaters that need to be revoked.

  138. Re:Solution is simpler clients, smarter servers by tyoud1 · · Score: 1

    I think you're right about the cheating problem, and that I'd underestimated the needs of the game programming houses that do not want to run servers. Still, they need to solve the cheating problem. Maybe Slashdotters can design an architecture they can plug into and guarantee no cheats. Is this technologically possible? Also, a given game probably only needs to stay secure for a decade.

  139. Solution is simpler clients, smarter servers by tyoud1 · · Score: 5
    Netrek does not have a large cheating problem. The true state of the game is known only to the server. Clients are given only the information that they would know. Clients use RSA keys to authenticate to the server. If a client is cracked, the client key can be quickly revoked and new clients distributed. If the clients are kept simple, several clients and keys could be distributed on a CD. Most clients would be under 100k. The art and graphics could be shared by all clients and take up the bulk of the CD. If anyone cracks one of the clients, its key can be revoked and there is no need to re-release a new CD. More clients, all randomly linked and encrypted on the disk, can be right there. The main thing is that the server only allows blessed clients to play, and only shares with any connection what it could know.

    I have a separate rant about letting clients know information that they shouldn't, and about letting clients decide what the state of the game is; I will spare you.

    1. Re:Solution is simpler clients, smarter servers by I.+M.+Bur · · Score: 1

      This is not a good idea. We have a computer at home (mine), but my brother plays counterstrike too. What if he cheats and my MAC and/or IP address gets banned!

  140. cheating by el+fascisto · · Score: 1

    is as old as monogamy...

    --
    DESTRUCT!