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Game Developers Cracking Down on Cheating

Hector73 writes "ZDNet has an article discussing a growing concern for the makers of on-line video games. Cheaters and trolls are making it harder for casual users and newbies to get hooked on the on-line versions of games. Considering that on-line gaming may become the major revenue source for game makers over the few years, maybe they will actually do something about it."

504 comments

  1. Peer ratings by Anonymous Coward · · Score: 0, Troll

    They need to introduce some sort of peer rating system, where each individual rating doesn't mean much. Something like -1 Troll, +1 Good Sportsmanship, etc.

    1. Re:Peer ratings by MisterBlister · · Score: 1

      That was suggested in the article. Surely you read the article before commenting?

    2. Re:Peer ratings by Anonymous Coward · · Score: 0

      Yes, and clearly, I'm commenting because I'm behind this idea.

    3. Re:Peer ratings by Anonymous Coward · · Score: 1, Interesting

      The article mentioned such a schema. Slashdot is a good example of this type of moderation scheme working in practice, although, there is room for abuse.

    4. Re:Peer ratings by martyn+s · · Score: 2

      Yes, like the overrated/underrated moderation options, which don't show up in metamod.

    5. Re:Peer ratings by Cato+the+Elder · · Score: 1

      I find it ironic that the root parent of your post about the moderation system "working" is +2 Insightful currently even though the ground it covers is already in the article.

  2. One method by arthurs_sidekick · · Score: 2, Insightful

    I suppose it's not an optimal solution, but you can always lock down the server and only play with people you know. The drawback is, of course, that you won't always have a full server, but then, locking down the server is a good way to manage how much time you spend playing online =)

    --
    "Oh, I hope he doesn't give us halyatchkies," said Heinrich.
    1. Re:One method by uncoveror · · Score: 2

      The trolls take the fun away. I used to have an Unreal Tournament server offered up to anyone who wanted to play. I called it Uncoveror's UT. The cheaters made it no fun. When one of them put a remote access trojan on my server, and I found it, I closed it down. Do these kids think they're funny?

      --
      The Uncoveror: It's the real news.
    2. Re:One method by DNS-and-BIND · · Score: 2
      Of course they're having fun, they're winning the game! Why else would anyone play a game unless it's to finish in first place? OGC puts you in first place. Where's the issue here? Go to any FPS discussion board, people there are not about "having fun".

      Of course, the real culprit is game companies who produce shoddy code. As has been reported every time this subject comes up, the ancient game Netrek solved the problem.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    3. Re:One method by zodar · · Score: 1

      OGC does not put *you* in first place. *You* had nothing to do with it. You won nothing; you did nothing; you sat and watched a bot win a game. You are the parasite and OGC is the host; you sit and bask in the false glory of victories won by OGC alone. There is no honor, no integrity, and no real fun. Because real fun comes from winning based on your own merits. If you need to cheat to win, you are admitting your lack of merits, your lack of skills.

      OGC and its ilk is Viagra for the gaming impotent.

    4. Re:One method by martissimo · · Score: 2

      sure that works great on the games it applies to.

      but what about the many MMORPG's reffered to in this article? a MMORPG loses quite a bit if you have to take the first M(assive) part out of it

    5. Re:One method by GutBomb · · Score: 2

      this was a troll, but i feel i need to respond. viagra is not about stroking one's ego. viagra actually has a practical use. cheating, however does not.

    6. Re:One method by zodar · · Score: 1

      I meant it allows one to perform in an arena where one would otherwise fail.

    7. Re:One method by Anonymous Coward · · Score: 0

      #1:
      Theyre having fun when they "win", because they dont want to play. Sometimes just "winning" is an experience on its own, like ringing someones front door bell and hiding.
      #2:
      Sometimes they dont even want to "win" -- they stop at the respawning area exit and try to keep other players inside or exploit some level bug (for instance making a key/flag disappear). I used to do the same to the enemy team, but this tactic even helps the idiots, so Im without any ideas now.
      #3:
      Like someone already said this is not winning -- you dont win if you dont play -- and thats what happens when you use any cheat, be it a bot, speed, autoaim etc. Winning requires playing -- and not just that, it requires fair playing, where the winner has equal or worse chances than the losers. Heck, major players in many games are known to give handicaps to competitors, which makes their victories even more impressive. Cheating makes one win, yet feel (and be seen) like a loser.
      #4:
      Theres a modern (or should I say, US-derived) culture of winning. English people are somewhat excused of this by having invented the expression "fair play". Yet, in most games, winning was always considered secondary to the competition itself. This is a matter of opinion, of course, but think about it... would you rather see a massive score in your favourite game (football, basketball, baseball etc.) or a game with a normal-to-low score, but filled with those mind-blowing scenes, where *everybody* stands up in ovation, thinking "Oh, boy! This is history being made NOW"?
      #5:
      Some kids just want to destroy things. This is a natural trait. Thats why we have kids and adults separated schools -- its boring to mix them. There should be separated servers, maybe...
      #6:
      Quake (what Im mainly talking about) is not badly coded. It was made in a time cheating was not perceived like a so powerful threat and people can arrange lan parties, anyway. And I dont know if it should have anti-cheating mechanisms, just like e-mail programs dont check for offensive messages.
      #7: :-)
      English is not my native language, but from my daily use, and I really talk seriously here (no reason to be offensive): people, lets forget about grammar corrections... English is so broken its beyond repair. Either use it like it is or, if you can, devise a New English. You dont know how much it is broken until you learn another language. Try Spanish: not my language, too -- but a very good alternative and useful to some extent in the USA.

    8. Re:One method by big_hairy_mama · · Score: 2

      viagra is not about stroking one's ego.

      Right. It is for stroking other things.

  3. Counterstrike by AKAJack · · Score: 2, Interesting

    I don't know about you guys, but CSGuard and HLGuard have just about killed Counterstrike for me. If I go into servers without them there's no problem, with them and it's constant crashing.

    I don't mind products to even the playing field (a 12 year old with OGC can ruin a whole game you've been in for hours), but when they interfere with game play, what's the point?

    1. Re:Counterstrike by Peyna · · Score: 1

      One of the servers I play on frequently uses CSGuard, and I have not seen any problems with it at all. I think the steps that the Counter-Strike/Half-Life developers have taken lately, such as how now when a server starts up it connects to them and receives the latest cheat protection, etc. It's not perfect, but I've been playing on quite a few random servers lately and cheating seems to have gone down a bit.

      I've found I have more fun playing on a server I know well, and usually there are admins around to keep things in check if some nutcase does get in there.

      --
      What?
    2. Re:Counterstrike by Anonymous Coward · · Score: 1

      What's the point? that's the big question no one will ever be able to answer. Why does anybody cheat at anything, let alone an ultimately useless, meaningless computer game?

      I've often been baffled by the people on UT with aimbots who just keep going, completely ruining the match until everyone has cleared out of the server.

      Is it that important for some people to be an obnoxious snot? From where comes the pleasure of being the one who ruins something for everyone else?

      I'm baffled.

    3. Re:Counterstrike by someonehasmyname · · Score: 1

      yeah, I was totally happy with punkbuster. hlguard and csguard make servers far too unstable, and there's still cheaters.

      --
      Common sense is not so common.
    4. Re:Counterstrike by NeoSkandranon · · Score: 1

      I'd love to know for sure, because i know of several people my own age like that. I personally think its the last resort of a personality completely devoid of redeeming favors to find somethhing s/he is good at

      --
      If you can't see the value in jet powered ants you should turn in your nerd card. - Dunbal (464142)
    5. Re:Counterstrike by mla_anderson · · Score: 1

      I play one two servers that both run csguard and I always have stable games.

      --
      Sig is on vacation
    6. Re:Counterstrike by jasonbw · · Score: 2, Interesting

      Pretty simple. Just like any type of social activity, some people out there thrive on either A: showing off to impress everyone or B: causing trouble to irritate everyone. Some people can't be themselves. They hide behind some false identity to lessen the backlash and do whatever it takes to get attention. I think half the problem would go away if some accountability was introduced. That idea conflicts with many of the principles of an online society, so the problem may never go away completely.

    7. Re:Counterstrike by dvNull · · Score: 2

      I don't know about you guys, but CSGuard and HLGuard have just about killed Counterstrike for me. If I go into servers without them there's no problem, with them and it's constant crashing.

      I dont know what servers you are playing on but I run my own CS server and admin/manage 3 others and I havent had csguard or HLGuard crash my server even once. Agreed There were issues the day 1.4 was released but that was due to needing a metamod update for Adminmod to work.

      Also you have to realise that many server admins dont know or dont follow the hlds server mailing lists so they may be unaware of necessary updates for the different mods they run on the server.

      As for cheating, any form of cheating takes away all the fun in the game. 90% of the people who cheat, dont cheat to get a good score, they cheat to piss off the players who are on the server. HLG and CSG arent *that* accurate , the best anti cheat for CS was Cheating Death and even if the person had cheats it didnt really matter since C-D would disable most of them. But no anti-cheat is as good as an experienced Admin who is playing and who can tell the difference from a cheater and a good player.

      dvNuLL

    8. Re:Counterstrike by gando · · Score: 1

      I have had no problems with HLGuard on our DoD server. We have not caught a lot of cheaters, but my buddies CS server has. Maybe there is less cheating in DoD, there certianly are less servers!

      If you CSers have not tried DoD, go go go! :-)

      --
      --Fac Iustum Nec Time-- --Veritas Prevalibit--
    9. Re:Counterstrike by critter_hunter · · Score: 1

      It ain't much different from slashdot trolls, except even cheating at UT must be more interesting than hitting refresh every 10 second hoping to get first post.

      --
      Karma: Could be worse (could be raining)
    10. Re:Counterstrike by StupidKatz · · Score: 1

      I agree; even when someone tries to "hide" the fact they are cheating by setting aimbots to aim at the body and not locking on to people who are behind walls, an admin who knows how cheats work can tell when a person is reacting in strange ways to things they should not see or know about. It usually takes a few minutes of observation to be sure, tho.

      Fortunately, the new camera options for HL/CS make this much easier! Go Valve! :)

    11. Re:Counterstrike by Anonymous Coward · · Score: 0

      The worst part is that these guys don't need to cheat any more. Technology has a solution to their problems.

    12. Re:Counterstrike by Anonymous Coward · · Score: 0

      Of course it really sucks when I get accused of cheating and kicked for being too good. I have had that happen, and it sucks.

    13. Re:Counterstrike by rockwall · · Score: 3, Interesting

      Valve's new anti-cheat seems to be working pretty well. System (the maker of OGC) was saying that it was completely useless, but so far since VAC has been out it has stopped every version of OGC within days. At this rate the cheaters can't possibly keep up, I think that it's only a matter of time before they give up.

      With regard to HLGuard and CSGuard, I have found that they are buggy. For example, when attempting to change your name on a server and using a % in order to have spaces (e.g. Counter%Strike%Player), CSGuard will automatically cause your Half Life to quit. And one of the latest revisions of VAC kicks people off with no cheats installed -- this has happened to me. But eventually these bugs will be fixed, and pretty soon admins will find that they no longer need to run HL/CSGuard to reliably catch cheaters.

    14. Re:Counterstrike by Anonymous Coward · · Score: 0

      Counter-strike is very buggy. It has lots of memory and HD-buffer leaks. One file grew from 100k to 70 megs before I noticed it.

      Anyway I was forced to install CS on Win98 because CS1.4 doesn't support WinNT anymore(grrr...). So I did a fresh re-install(not an upgrade from 1.3 to 1.4).

      The results have been great. No more map-loading lag, instant disconnect when using the menu options...the update/refresh is faster...all kinds of performance increases.

      So my advice to you is every 4 months or so, do a complete wide/re-install of HL and CS. It worked wonders for me...and now I'm enjoying CS again...(I was playing TFC for about a month cause CS was such a pain to use). Now it's great.

    15. Re:Counterstrike by AKAJack · · Score: 2

      I should have been more specific. Since I just play and don't run a server I was referring to my desktop crashing when it gets interrogated by CSguard and HLguard - not the server itself crashing.

    16. Re:Counterstrike by big_hairy_mama · · Score: 2

      The thing I don't get is that with a false identity, all hope of actually draw attention to yourself is lost. It makes sense for people like schoolyard bullies, where their faces are in plain sight and the other kids know who they are. In an online game, everyone just says "fuck you" a few times, leaves the server, and then all your "fun" is ruined.

      But then again I don't understand a lot of the things people do. maybe that's why I don't cheat.

    17. Re:Counterstrike by Anonymous Coward · · Score: 0

      Never noticed it. Wonder if it could be because they are passing the raw text to a format string? Hmm...

  4. Will those facists stop at nothing? by Anomolous+Cow+Herd · · Score: 0, Troll
    When I buy a game, I am purchasing it. It's mine. That doesn't mean that they can come back later and take away my rights, like the right to cheat.

    You can be sure that I won't be buying any games from the people mentioned in that article, and I suggest everyone else who values their freedom do the same.

    --

    "I don't know that atheists should be considered citizens, nor should they be considered patriots." - George Bush
    1. Re:Will those facists stop at nothing? by Boone^ · · Score: 3, Interesting

      How long would Tiger Woods put up with the PGA if people took a mulligan any time they wanted?

      When I buy a game, I'm purchasing the entertainment. If you're on there with autoaimers or speed-up cheats, you're taking my entertainment away.

    2. Re:Will those facists stop at nothing? by Anonymous Coward · · Score: 3, Interesting

      I'm all for people having the right to cheat as long as they're clearly labeled as such. Heck, that might be interesting to have an all-cheaters league. Let the best cheater win. Keep them out of the other normal games.

    3. Re:Will those facists stop at nothing? by Anonymous Coward · · Score: 0

      You fuck, you can cheat all you want when you're playing single player but when you play online you've got to be a first rate jackass to cheat. Go die alone.

    4. Re:Will those facists stop at nothing? by MrSloth · · Score: 1

      Hey, I have no problem with people cheating in single player, I do it myself sometimes. When you cheat in a multi-player game, especially if you hurt someone else in the proccess, you ruin it for everybody. Also you should know that the article addressed MMORPG's. MMO's aren't run on private servers, so you dont own even a liscense the part of the game that has to be modified for you to cheat.

    5. Re:Will those facists stop at nothing? by AHumbleOpinion · · Score: 2

      When I buy a game, I am purchasing it. It's mine.

      Technically no, read you licensing agreement. Strike 1.

      That doesn't mean that they can come back later and take away my rights, like the right to cheat

      No such right existed. However cheat all you want on your system in your single player environment or in a LAN environment with your buddies who know what you are doing, but when you connect to a public server you are bound by a terms of use in order to access that server. Strike 2.

    6. Re:Will those facists stop at nothing? by Anonymous Coward · · Score: 0

      the fact is it's not yours, the same way that the music on a CD is not yours - you have simply bought the rights to listen to it, or in case of a game, you have bought the rights to play the game.

      when it comes to multi-palyer gaming, you should learn to play well with others or you will no longer be invited to the party.

      it's interesting how upset you seem when someone threatens to outcheat you, effectively spoiling things for the one who usually spoils things for others.

      tough titty for you, i say.

    7. Re:Will those facists stop at nothing? by Anonymous Coward · · Score: 0

      Please post a list of all the games you are not going to buy so I can buy them. That way I can play and be judged on my actual talent instead of how well I can cheat.

    8. Re:Will those facists stop at nothing? by Anonymous Coward · · Score: 0

      You're an idiot. You only own a license to play the game, you don't own the game itself. Even if you consider that you own the game, you there are certain things that you are prohibited from doing, cheating online being one. Its much like buying a car - there are certain prohibitions, like installing blue lights or removing the seatbelts.

    9. Re:Will those facists stop at nothing? by geekoid · · Score: 2

      Of course you need to define cheating.
      If the developers of a world don't take economy into account, and I find out I can become rich by buying an item in one place, and selling it in another, is that cheating?

      If A guy comes up to me and gives me all the coolest stuff for one credit, am I cheating?
      If you say yes, I suppose if they same thing happend in real life , I'd be cheating then, too.

      clearly, there are some obvious cheats, such as aimbots. but I have found that what people define as a cheat is not always considered a cheat by someone else. The two most common are like the examples I gave.

      I don't think the example I gave would be cheating, but if the game developers thought they where, they could implement fixes in the code.

      why do you think there is no right to cheat?

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    10. Re:Will those facists stop at nothing? by AHumbleOpinion · · Score: 2

      Of course you need to define cheating

      This is not the ultimate definition but it should give you the general direction I lean. I would consider cheating manipulating the game world outside of game's user interface. For example using a third party program that generates packets that spoof the game client or server. An unfair trade, player killing, etc. would not be cheating. Like it or not those are legitimate part of many game universes.

    11. Re:Will those facists stop at nothing? by hkmwbz · · Score: 1
      Cheating is (among other things probably) working around the built-in abilities of the game itself. If the game allows something, using this to your advantage (to win) is not cheating, because it is within the boundaries of the game. If you, as you point out, work your way around the way the game really works to give you an advantage no one who only uses the game's built-in abilities can get, it is cheating.

      Did that make sense? :/

      --
      Clever signature text goes here.
  5. Ack by MrSloth · · Score: 1, Interesting

    I have always been bothered by cheaters and jerks and such. Mostly my real world friends and I just play alone. Beats dealing with the general gaming pupulace.

    1. Re:Ack by Anonymous Coward · · Score: 0

      Sadly, this is where Im heading, too.

      Mosnters can get more intelligent. People just get dumber and dumber... :-[

  6. Trolls by Anonymous Coward · · Score: 0

    > Cheaters and trolls are making it harder for casual users

    Does anyone understand what a troll is anymore? The moderators certainly don't....ah, the long-gone days of usenet when YBHT. YHL. HAND. actually meant something. Let's hear it for today's bright IT majors! Yeah! Go administer some systems for a terrible salary...good work, fellas.

    1. Re:Trolls by arthurs_sidekick · · Score: 1

      People can join games for the sole purpose of making you mad. They can even do it by sending out inflammatory messages. Sounds like trolling to me.

      --
      "Oh, I hope he doesn't give us halyatchkies," said Heinrich.
    2. Re:Trolls by Anonymous Coward · · Score: 0

      You're confusing trolling and flaming. Look at this earlier post, which is a great example of a Troll: The poster is saying things he knows that the highly opinonated slashdot crowd will jump all over, without believing it himself. He's doing it because it's funny to see people get up in arms about things he doesn't even care about - dead-serious responses (being trolled) to serious-sounding but actually bullshit comments designed to suck people in (trolls) are what it's all about. Fucking mods don't even get it.

    3. Re:Trolls by Peridriga · · Score: 2

      You Have Been Trolled. You Have Lost. Have A Nice Day

    4. Re:Trolls by Anonymous Coward · · Score: 0

      Your .sig makes me quiver. Provocative and nerdy! Too bad I'm not gay or I'd be all over you.

  7. Xbox live to combat cheating by magicsquid · · Score: 4, Informative

    This is precisely why Microsoft announced that all of the Xbox's online games will be run off of Microsoft controller servers. They've seen how cheating can rapidly cause a subscriber base to shrink. By controlling everything themselves they hope to limit the damage done by those looking for ways to cheat. I imagine that just in case anything should go wrong, this means frequent backups that can be restored upon a users requests.

    --


    "Chances of RHIC-induced Armageddon are exceedingly rare, but... you never know." - MIT Physicist Bob Jaffe
    1. Re:Xbox live to combat cheating by mongoks · · Score: 1, Insightful

      How about because Microsoft wants to control everything the way they usually do as being the reason they are doing this. User data restored on request? I'm sure the admins will love having someone go "I just got my 30th level char. killed and I need to restore him from yesterday's tape."

    2. Re:Xbox live to combat cheating by Anonymous Coward · · Score: 0

      Yeah, and that worked SO well with Sega's PSO servers...

      Seriously, those took, what, a month to be cracked?

    3. Re:Xbox live to combat cheating by scott1853 · · Score: 2

      Backups? It's not like you can just stop an online game and restore a backup because a single character feels the got ripped off by another player. The online games are fairly integrated and you can't typically just restore one user.

      And in MS's case, I thought they already had something like 500,000 game servers setup. Aren't they running a beta of "crash the server by sending too much data at once v0.5"?

    4. Re:Xbox live to combat cheating by pjh3000 · · Score: 3, Insightful

      By controlling everything themselves they hope to limit the damage done by those looking for ways to cheat.

      Isn't that the exact same approach Microsoft takes to Windows security? They think that if they control the code, no-one with be able to find the holes. Security through obscurity...

    5. Re:Xbox live to combat cheating by yasth · · Score: 2

      It is not for "a single character feels the got ripped off by another player" that one goes to back ups. One goes to backups when a player hacks in a mighty wand of smiting and kills everyone within reach till caught.If you have good enough records you can at the least remove those deaths caused by the renegade player.

      --
      I'd do something interesting, but my server can't handle a slashdotting.
    6. Re:Xbox live to combat cheating by Gudlyf · · Score: 2, Interesting

      Since the capability of using one's cable modem with the XBox is there, it's just a matter of attaching the XBox to a hub along with a packet sniffing system, then either alter the packets as they go in/out or just view them. Encryption is poor, since you're sacrificing performance if it's too effective. People already do this with Dark Age of Camelot, sniffing the packets and displaying maps on a Linux system, including where enemies are.

      --
      Trolls lurk everywhere. Mod them down.
    7. Re:Xbox live to combat cheating by Alkaiser · · Score: 3, Insightful

      Precisely...yeah right. You think Microsoft's going to be any better at making cheat-proof servers than the company who wrote the game?

      More than likely, Microsoft just wants to extract more cash for the games.

      As far as frequent backups go, they will NOT be listening to user's requests. No game with a HUGE amount of data is going to listen to ONE customer who gets a "cheater" and needs to restore his data from the previous day, week, whatever. Blizzard runs backups, and the only time they use them is once they've done something and horribly screwed the game up.

      There isn't any real way to stop all cheating. I don't think cheating stops people from playing as much as they think. Cheating pisses people off yes, but what about all the flaws that are in the games as they are designed? People camping out spots where monsters respawn and what-not? That's no fun. Less cheating isn't going to make that aspect of the game any better.

      Cheaters make games suck...but people will still play a good game with cheaters on it. I played Counter-Strike well after all the cheats starting coming out. Eventually, we'd find a place where there weren't cheaters and have a good time. I didn't bother trying to do that with Tribes 2, even though there weren't any cheaters there. If the game's GOOD people will find a community of other players they can play with and they'll have an enjoyable time. If it isn't, they won't, cheating or no cheating.

      --
      Netjak.com independent reviews of domestic & import video ga
    8. Re:Xbox live to combat cheating by Anonymous Coward · · Score: 0

      The way to beat cheaters is to apply tried and true security practices. Don't trust that the machine on the other end of the connection is really a client(so don't feed it any extra data beyond what it should need to know to function). Don't blindly accept any data coming back from supposed clients(does the client really have "permission" do what it is telling the server to do?).

      I can tell you've never worked on a network game. Sorry, but your idea is like communism... looks good on paper, but won't work in the real world.

    9. Re:Xbox live to combat cheating by IsoRashi · · Score: 1

      Regardless if the servers themselves are hack-proof, what happens when players take advantage of holes and exploit the game engine itself? This is a large part of cheating--exploiting flaws in the game. Not only this, but now that it's becoming more and more obvious that the xbox is not a rigid system and that people (those with the drive, at least) can exert some control over it, what happens when hacks are made and stored client-side? Controlling the servers and making sure noone accesses them without permission doesn't even really begin to solve the problems that haunt MMORPGs and other multi-player games.

      --
      This is not the greatest sig in the world, no. This is just a tribute.
    10. Re:Xbox live to combat cheating by _Spirit · · Score: 1
      mighty wand of smiting

      I can really use one of those...

      Sighhhhhhh.....Not cheating isn't always fun either :-)

      --

      beauty is only a light switch away

    11. Re:Xbox live to combat cheating by tregoweth · · Score: 2

      Because if there's anyone who can be trusted with perfect security, it's Microsoft.

  8. In the gamers hands... by imta11 · · Score: 2, Interesting

    Gamers should take power into their own hands. Some people will write cheats, so others have to write anti-cheats, and they don't have to be the fluffy "detect and block" kind either. Some jackasses at my school were cheating at CounterStrike, the only game worth playing, so I took it into my hands to write a little java app that crashes their server whenever they do it. Legal, maybe not, effective hell yes.
    They stoped cheating, we started playing.

    1. Re:In the gamers hands... by Lord+Omlette · · Score: 1, Offtopic

      Share, please.

      --
      [o]_O
    2. Re:In the gamers hands... by ender81b · · Score: 2

      I used to run a cs server and we had very strict policies towards cheaters - i.e. ip banned, logged, etc. Invariably this would piss them off and they would try to hack into the server. Since we where on a campus network we would promptly report them to the IS guys who would then deactivate their ports. Problem Solved. The problem is lazy admins who don't do anything OR the difficulty in proving somebody is cheating.

      Also, I don't think game developers have taken security into account enough in their games. In the past cheating wasn't a real big deal - you could ruin the game for yourself but not for others. Now, you can ruin a perfectly good 20+ or 1 million+ (diablo 2) game by cheating. Simply put game programmers need to incorporate some type of security systems into their games to prevent this kind of thing.

    3. Re:In the gamers hands... by Anonymous Coward · · Score: 0

      I used to run a cs server and we had very strict policies towards cheaters - i.e. ip banned, logged, etc. Invariably this would piss them off and they would try to hack into the server. Since we where on a campus network we would promptly report them to the IS guys who would then deactivate their ports. Problem Solved.

      Now, the bigger problem I have are the immature server admins who find someone that is kicking their ass and accuse them of cheating and then ban them. That's the online equivalent of taking your ball and running home to mommy. I love getting in a groove and racking up the kills only to suddenly, and without warning, be kicked off the server and banned for "cheating".

    4. Re:In the gamers hands... by Babbster · · Score: 1

      Unfortunately, not everyone has a static IP address. If you ban one IP at a place like AOL, then you could be banning 10 or more other non-cheaters at the same time...Of course, if someone is playing an FPS online through AOL then they're causing other problems, so maybe that wouldn't be a bad thing...

  9. somewhat related (on news.com) by Anonymous Coward · · Score: 0
  10. This sounds like a job for.... by HP+LoveJet · · Score: 2, Funny

    Black ice.

    --
    spawn_of_yog_sothoth
    1. Re:This sounds like a job for.... by Anonymous Coward · · Score: 0

      If you mean a backlash response sending the bastard cheater into a nervous system coma, more power to you!

  11. Re: Bots and Campers... by twoslice · · Score: 2, Insightful

    Great, now if only we can get rid of the plethora of bots and campers in Quake!

    --

    From excellent karma to terible karma with a single +5 funny post...
  12. From the article by IndependentVik · · Score: 1

    Let the MS bashing begin!

    A presentation for Xbox Live, Microsoft's online service for its game console, stressed hack-proof servers.

    --
    I'd suggest you don't use Slashdot as your only news source, or you will suffer permanent brain damage.
    1. Re:From the article by Anonymous Coward · · Score: 0

      of course you can't hack it. BSOD is unhackable

  13. Question. by 3-State+Bit · · Score: 2, Interesting

    Remember dongles of a by-gone era? (They were hardware that would "activate" your game by returning the proper answer to challenges given through the serial/parallel/etc. port).
    Well, why don't gaming industries today make dongles that have /lots/ of the game logic in the hardware? Besides fancy graphics, etc, I bet you could basically /cripple/ a game by having the basic maps/character stats/whatever be controlled by secure hardware attached on a USB slot. Since this solution would cost far less than the $49.95 for which a next-generation game retails today, why don't we see more "cheating isn't possible" solutions based on having lots of the "easy" (low-computing power) solutions based on a dongle attached via USB?

    1. Re:Question. by Anonymous Coward · · Score: 0

      Are you on crack? How long do you think it would take someone to crack the dongle?

    2. Re:Question. by Anonymous Coward · · Score: 0

      This would never fly with the consumer. If I saw that a game needed a dongle to work, I would move right along to one that didn't. Even games which require the cd to run are a pain in the ass, especially when you play a few different games.

    3. Re:Question. by man_ls · · Score: 2

      Actually, you're on to something here. Most comptuers come standard with MORE than enough USB ports.

      Maybe if they made it so you could plug in your USB dongle into another computer and bring your saved settings and stats too....on the computer there's the game engine and graphics, but the data and networking code (and CD-Key) are encrypted onto a USB dongle with a few megs of flash memory. This would not only make it extremely easy to transfer the game between PCs, without actually copying it. As long as you made the host software not care *what* dongle was attached, it'd be a lot easier. Just check the CRC of certain files on it.

      I bet we'll see something like this in the future.

    4. Re:Question. by BigZaphod · · Score: 2, Insightful

      There is a reason why dongles aren't used much anymore--they are easy to crack.

    5. Re:Question. by Peridriga · · Score: 4, Informative

      Dongles, in the historic sense have been cracked/emulated a long time ago.

      A great sound editing software for the Mac was Power Tools. Originally package with a dongle to prevent piracy. The dongle was emulated about 24 hours after the release of the product.

      Now though with the cheap USB storage devices hitting the market the concept of dongles might come back. Although the only way to truely secure it would be with a strong cryptographic code to secure both the device itself and the traffic between the device and the software. Althogh you still come down to the fundemental problem that the information is still passing through the users computer and is open to sniffing and cracking.

      Securing end client software has always been an extremely difficult problem to solve....

    6. Re:Question. by d3nt · · Score: 1

      It's already easier for me to mount an ISO than to track down a CD, stick it in the drive, and hope it spins up without SafeDisc2 causing bad block errors -- which often freeze Explorer for minutes at a time.

      The thing about software copy protection schemes is that, like SafeDisc, they tend to be third-party off-the-shelf solutions that, once beaten the first time, are as simple to crack as they are to implement. Poke around at www.gamecopyworld.com and you'll find countless cracks for the various well-known copy protection schemes. I doubt a dongle solution, when confronted with the existing army of hobbyist game crackers, will last very long.

      So, given the choice of downloading a mountable iso from irc or a some private ftp, or paying $50 for a piece of hardware I keep having to swap back and forth, what do you think I will likely do?

      --
      there's more than one way to do it, but your way is wrong
    7. Re:Question. by mongoks · · Score: 0

      Never seen a dongle used for a game before. In fact, usually off-the-shelf products don't use dongles. You see it more in the niche market/small software shops that write various servers and want to keep the customer from running it on multiple machines. That's been my experience anyways... As for applying this to the video game market - I think the costs associated with doing this would make it prohibitive. Add another $5 or $10 to the $49.99 benchmark and you may really impact sales.

    8. Re:Question. by Anonymous Coward · · Score: 0

      Because for your average user, anything that remotely resembles playing with computer hardware scares them away. It needs to be as simple as popping a CD into the cdrom drive and having the game come up. And if you think I'm not giving such users enough credit, think again. Why else do you think MS added the 'autorun' feature to their OS? Because most computer users are too stupid to understand "Go to Start, click on RUN, and type in 'X:\setup.exe' where X is the letter of your cdrom drive".

      As for the rest of us, not all of us have available USB ports (in my case, I've got a zip drive and my digital camera cable occupying both USB ports), and I don't think a SINGLE game's dongle is worth one of those ports.

    9. Re:Question. by sporty · · Score: 2

      Yeah, but it's the same like WIndowsXP activation. The software makes a request to some psudo-foreign hardware for authentication, a dongle, an isp.. just about anything. In the past, people have broken this security scheme by just either modifying the binaries/programs to not do this call and continue processing.

      It's a nice idea, but problem is, once someone's program is on your machine, youi can make it do just about whatever you want, supplying you have either the know-how or the tools written by someone else with the know-how.

      Autocad used dongles.. and you know how much autocad gets.. 'shared'.

      --

      -
      ping -f 255.255.255.255 # if only

    10. Re:Question. by swfranklin · · Score: 1

      Interesting idea. If the dongle is serialized, anyone who does manage to hack it (either to not require the dongle per se, or to still pull off a cheat) can be banned from the server by serial #. That would take care of both the cheats and the pirates!

    11. Re:Question. by Artifex · · Score: 2

      If the dongle is serialized, anyone who does manage to hack it (either to not require the dongle per se, or to still pull off a cheat) can be banned from the server by serial #.

      Um, not exactly. The cracks/cheats would probably not be tied to any specific serial number to work, and all they could do is say "if we catch you cheating, we'll close your account," which they say for many MMORPGs anyway. Otherwise, if they block only by serial, you could just intercept the serial reporting and send a bogus serial to the central servers.

      No, having more secure protocols and having the server not tell each client what others nearby are doing (unless they are in sight) is a much better way to go, as mentioned previously in a comment about "aim cheats."

      --
      Get off my launchpad!
    12. Re:Question. by stonecypher · · Score: 2, Informative
      Now though with the cheap USB storage devices hitting the market the concept of dongles might come back. Although the only way to truely secure it would be with a strong cryptographic code to secure both the device itself and the traffic between the device and the software. Althogh you still come down to the fundemental problem that the information is still passing through the users computer and is open to sniffing and cracking.

      Steps to crack:

      Find function which checks for dongle

      Find successful response datagram

      Alter binary to change dongle-check function's caller pointer to that of new function

      Cause new function to always return success datagram

      Include 3l33t installer, text ph1lz, and greetz to various 14-year-olds

      --
      StoneCypher is Full of BS
    13. Re:Question. by GutBomb · · Score: 2

      what games are you playing that do not require you play with the cd in the drive. it has been standard practice for quite a while now. and you must not be much of a gamer, because most gamers would be dismayed about the dongle, but would use it anyway. much the same as gamers showed alot of backlash about cd-keys. Now cd-keys are standard practice as well, and not much backlash anymore. a game with a dongle would end up being the same way. just because it would not fly with you does not mean it would not fly with the average joe that walks into the game shop and is impressed by the screenshots.

    14. Re:Question. by GutBomb · · Score: 2

      the average consumer is not going to notice the thing has a dongle until he opens the box once he already has the thing at home.

    15. Re:Question. by Anonymous Coward · · Score: 0

      Leaderboard on the Commodore 64 needed a dongle! Well, at least some versions anyways.

      It was quickly cracked too..

    16. Re:Question. by AnyoneEB · · Score: 1

      Sort of like this, each Blizzard game that goes on Battle.net has a CD-key. Only one user with a given CD key can sign on at any one time. Does nothing against people who only want single-player, but most people want to play multi-player so they have to buy a copy so they can have their own CD-key.

      --
      Centralization breaks the internet.
    17. Re:Question. by donglekey · · Score: 2

      I resent that, I am one of a kind and cannot be emulated.

  14. Huh! by Anonymous Coward · · Score: 0

    Cheaters and trolls are making it harder for casual users and newbies to get hooked on the on-line versions of games Sounds like some "blogs" i know of.

  15. Do something about it? by theEdgeSMAK · · Score: 2, Funny

    There have been many attempts to do things about this. Plenty of bot detectors for the fps's. Between diablo 1 and 2 there were many changes made for anti-cheating concerns. If you look at the top of the changelog here. You'll see that anti-cheat protection is right on top. I believe its goin to be the same battle as OS security, and game console copy protection. There is always going to be something that somebody can do to cheat the system, and there will always be somebody willing to do it just to make themselves feel a little more powerfull.

    edge

    "It's all fun and games untill somebody looses a harddrive."

    1. Re:Do something about it? by Phil+Wilkins · · Score: 2

      >I believe its goin to be the same battle as OS security, and game console copy protection.

      Console protection is hard, because it's a static target. Cheating prevention is easier, as you have a network connection, and thus can patch the executable in response to cheat attacks.

  16. Odds anyone? by niloroth · · Score: 1

    from the article:

    "A presentation for Xbox Live, Microsoft's online service for its game console, stressed hack-proof servers."

    Should we start a pool maybe? For when it will first be cracked? I want 24 hours after they some online myself.

    Disclaimer: no this is not a shot at Microsoft just because it is microsoft. But if anyone calls anything hack-proof, you can bet that there are a lot of folks out there who are just dieing to prove you wrong.

    --
    09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    1. Re:Odds anyone? by Anonymous Coward · · Score: 0

      You do have to remember that most of the people playing on XBox Live will be console gamers. Why pay $10/month, or whatever it is, if you can play PC games online for free? And I doubt many console gamers are great hackers.

  17. They need to by FCAdcock · · Score: 1

    They need to take cheats out of the game all together. It's more fun if you can die. That's why games are exciting and fun. If there's no risk (to your character), then why play a game at all? Why not just stare at the floor. I don't know much about online gaming, but I would assume that the online cheats are possable because of cheats and hacks in the game meant for local, non-networked play. If they cut those out, it would be alot harder for cheaters I'd assume. Between that, and taking an active role in the online game itself (playing the game and catching cheaters in the act to kick them off), I think that games would be pretty much cheat-less.

    --
    --Forest C. Adcock--
    1. Re:They need to by Anonymous Coward · · Score: 0

      You have no clue.

    2. Re:They need to by Bonker · · Score: 5, Insightful

      They need to take cheats out of the game all together.

      That works real well until you realized that many players cheat by unfairly reading information with a different application or proxy.

      A good example of this is the 'aiming' proxy, which is a proxy application that sits between your FPS client and the server. The proxy parses the packets sent beteen client and server. Since the client is responsible for telling the server what actions you make and the server is responsible for telling the client what all the other players are doing, the proxy applies a little bit of math to the two pieces of information and 'corrects' your shot so that it hits another player despite where you really aimed.

      Unless your game can somehow telepathically guess where the players are, there's no real way to hide this information from the client. Encryption strong enough to prevent a reasonable crack is too math intensive to run at the same time, meaning that hard encryption just isn't the answer.

      There are apps out there for all the FPS servers that attempt to detect this sort of thing, but most of them work by checking ratios. If you happen to get luck and exceed the ratio of possible good shots to bad shots, you're tagged as a cheater.

      If you can read the client-server data stream, you can cheat.

      That's why the answer to cheaters lies not only in designing applications to prevent cheating, but allowing players to flag cheaters and bump them from the game.

      In MMOG's, this means that GM's should respond quickly, intelligently, and decisively to player complaints. In smaller scale actions, players should always have a 'cheater' button that allows them to collectively police the game by booting and banning malicious players.

      --
      The next Slashdot story will be ready soon, but subscribers can beat the rush and slashdot the links early!
    3. Re:They need to by Hormonal · · Score: 1
      I don't know much about online gaming, but I would assume that the online cheats are possable because of cheats and hacks in the game meant for local, non-networked play.

      This is rarely, if ever, the case. A few examples: First, one of the cheats mentioned in the article is auto-aiming in FPSes, starting with Quake. Quake never had any cheat to automagically nail the closest enemy, yet that was what happened when a cheater pressed his/her fire button.

      Second, I played Diablo II long and hard, until I grew tired of the senseless repetition of Meph/Bloody/Pindleskin runs. One of the things that plagued the D2 economy was the ability of cheaters to duplicate items (SOJs, for example, or uber-elite items.) This was never a cheat in Single-player DII. It was possible with item editors, but that's a third-party add-on. The way you duped items in D2 was generally to trade the item to a friend, and then crash the server after it had written your friend's character data, but before it had written your character's data.

      Finally, I used to play a game called Tribes a lot. To my knowledge, it was pretty tough to cheat in Tribes, without a cheat being enabled on the server. This is an example of cheats being built into a game, disabled by default, and requiring manual activation by someone with admin rights to the server. I never knew of it being exploited by anyone without admin rights.

      Sorry, but your analysis of online cheating is severely flawed. In my opinion, the best method of preventing online cheating is to make sure your servers trust the clients as little as possible, and are as fault-tolerant as possible, along with keeping a staff of "cyber-police" employed to ferret out cheaters, and deal with them accordingly. Dipping n boiling almond oil comes to mind...

    4. Re:They need to by Floody · · Score: 1

      That works real well until you realized that many players cheat by unfairly reading information with a different application or proxy.

      A good example of this is the 'aiming' proxy, which is a proxy application that sits between your FPS client and the server. The proxy parses the packets sent beteen client and server. Since the client is responsible for telling the server what actions you make and the server is responsible for telling the client what all the other players are doing, the proxy applies a little bit of math to the two pieces of information and 'corrects' your shot so that it hits another player despite where you really aimed.


      This could be solved via encryption. You state that encryption is too processor intensive, but that isn't necessarily true. Certainly, on the client side there isn't too much of an issue because you only have to deal with one "connection." Server-side is more of a problem, however this could be overcome via the use of special purpose encryption hardware as opposed to general purpose computing. This issue becomes less and less substantial as computing power increases.

      With encryption in place, man-in-the-middle is avoided, however there is still the issue of client-side application tampering. This can be partially dealt with by proper protocol design, as someone else mentioned, and everyone has known in the kerberos world for ages: don't trust the client, it resides on an untrusted network. Don't send the client more information than it absolutely needs, and make sure complete sanity checking is performed on any data received from it. Unfortunately, due to shoddy security software development procedures, such security is often overlooked in favor of server performance (i.e. why take the cpu to bounds/sanity check when you can get more clients on the server if you don't). Current MMORPGs are the prime example of this.

      Still, there remains a small conceptual hole. What can the client do with the bare minimum of information it must have to operate? For example, FPS gaming: The client must, at minimum, know the precise location of other players that are currently visible. It needs this data in order to correctly render, there just isn't any way around that. Someone can, at least theoretically, alter the client in such a way as to use that information to perform in a super-human fashion.

      Technological solutions, such as application CRC checking, make this more difficult, but because the client lives in an untrusted realm, there isn't any perfect way to prevent this from happening.

    5. Re:They need to by Starcub · · Score: 0

      ...The client must, at minimum, know the precise location of other players that are currently visible. It needs this data in order to correctly render, there just isn't any way around that. Someone can, at least theoretically, alter the client in such a way as to use that information to perform in a super-human fashion.

      How about creating a server side function that, when cheating is suspected, generates and transmits false target information to the client. Only the server machine would know what the real position of the clients is. If the server recognizes the suspicious client tracking the false target, then cheaters could be identified and rendered ineffective.

    6. Re:They need to by Starcub · · Score: 0

      Well, I suppose the client program would have to have some way of recognizing which targets to render, so it could be reverse engineered or picked out of the packet. Nevermind.

    7. Re:They need to by nlvp · · Score: 1
      In smaller scale actions, players should always have a 'cheater' button that allows them to collectively police the game by booting and banning malicious players.

      Sounds like mob rule to me. As easily abused as the exploits people currently use.

    8. Re:They need to by Bonker · · Score: 1

      It is easily abused, but mob rule is a step up from than tyrant rule which is what you get when some l4m3r with an aiming proxy and guard bots logs into a CS or a Q3 server. He decides he wants to ruin your server? He can, just because he's more powerful than you.

      At least with the 'Cheater Button' the majority of the people on the server have a say in who stays or goes. If a legitimate player gets bumped because he was flagged a cheater, there are *always* more FPS servers out there.

      --
      The next Slashdot story will be ready soon, but subscribers can beat the rush and slashdot the links early!
  18. Public voting by MongooseCN · · Score: 3, Insightful

    Designers should write in the ability for users to vote off other people they think are cheating. Usually it's obvious that certain people are cheating and so some mod writers for games like Counter Strike have already written this in. If enough people vote that someone is cheating, they will get booted.

    This should be taken a step further though. If a cheater has been booted off a server a certain number of times, their cd key should be revoked or temporarily disabled from the master database. Then they won't be able to play online anywhere instead of simply moving to another one of the 1000's of servers.

    The problem is this could be abused. People could vote against a player that just happens to be really good, but from all the games I have played the really good players almost never get booted off. It's always the real obvious cheaters that get voted off.

    1. Re:Public voting by bahtama · · Score: 1
      Yeah, let's get a REAL tight grip on everyone that plays and that will for sure get rid of all cheating and nasty people! It will work especially well if a majority of people vote off a player, because then it has to be accurate right? ;)

      There will always be cheaters, we can't just assume that by making more rules and letting people vote others off will solve anything. Remember, a lynching is a very democratic event where the majority decides what goes.

      --

      =-=-=-=-=-=-=-=-=
      Oh bother.

    2. Re:Public voting by LowneWulf · · Score: 4, Interesting

      I know lots of Counterstrike players who are constantly banned from servers for winning too much: unless the other players are at the same level, they assume the better players must be cheating.

      (of course, this never happens to me; nobody could cheat and still suck so badly)

      Perhaps a ranking system. Players of approximately equal skill are pooled together by the server automatically after a certain minimum number of games. Cheaters can then play to their heart's content, but will end up with other cheaters and those who are so good that they can take on cheaters and still live.

    3. Re:Public voting by pvtshdw · · Score: 1

      Actually, UT handles this... sort of. The server administrator has the ability to boot a user. The admin can also block the user's IP.

      I think the point is that you shouldn't have to do this. I think it's a sad commentary on today's society that so few people know the meaning of the word sportsmanship.

    4. Re:Public voting by Anonymous Coward · · Score: 0

      Not gonna work. If people can vote others off the game, they can vote someone off just for being a dick, regardless of whether the person was cheating or not.

    5. Re:Public voting by geekoid · · Score: 2

      won't work in MMORPG.
      Take EQ as an example. Pretty much, who ever has the largest guild would wield all the power.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    6. Re:Public voting by realdpk · · Score: 2

      What if instead of being banned, they were ranked, and if they're a certain rank they can only get in to certain games. The ranking being stored on the master servers of course.

      Then the people with the cheats would be ranked "Best" and would only get to play with others that cheat or superhuman players. Maybe the superhuman players (there would be very few of these at this level) would then be able to appeal.

    7. Re:Public voting by ryanjays · · Score: 1

      Voting is already done in Tribes 2. Despite the obvious downfalls that have already been mentioned, in-game voting seems to be very effective in combating cheaters and others destroying the gameplay for legitimate players. Personally, I'm very sorry that I don't see voting in other online games that I play.

    8. Re:Public voting by kin_korn_karn · · Score: 3

      well, they want EQ to reflect real communities, right?

    9. Re:Public voting by Alsee · · Score: 1, Troll

      Then the people with the cheats would be ranked "Best" and would only get to play with others that cheat or superhuman players.

      I'll assume you suck, so this solves the problem for you, but I'm "superhuman" at some games I play. The best players get "rewarded" by being forced to play against all the cheaters? Oh joy. Thanks but no thanks, I'll pass.

      (I occationally enjoy kicking the crap out of a cheater without cheating myself, but not all the time. And some cheats are unbeatable.)

      -

      --
      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
    10. Re:Public voting by gando · · Score: 1

      Uh, I don't think this is a good idea. I'm a good player, and bad players always accuse me of cheating. I can remember as a nube I would think "that guy has to be cheating" only to find out that I can do the same thing now.

      --
      --Fac Iustum Nec Time-- --Veritas Prevalibit--
    11. Re:Public voting by SharkPork · · Score: 1
      You hit the nail on the head regarding the one major flaw with that type of system. A couple friends and I, who regularly play against each other at basement LAN's, and on the internet together, have developed our skills to the point where many times, we get accused of cheating, wall hacks, aimbots, gl hooks, and the like. We've all been booted off of many servers, just because we're very good. Usually, we end up being booted because the 'admin' of the server is some punk that has a problem saying, 'Nice shot man!' or 'good job!', but rather, 'You're a cheating fag, nobody can do that!' Usually, we try to compliment people when they're having a good game. It makes them feel better that their skills are recognized. Oh well, whaddaya gonna do?

      --
      If you can read this, you are most likely close enough.
    12. Re:Public voting by cwebster · · Score: 3, Interesting

      the topic of this article is cheating, not who is most powerful.

      I'll take EQ as an example too, but tell you it does work to some extent. I've got some basis to go on here since i am a dev on showeq and host the irc server that #showeq and #eqemu live on.

      Currently one can cheat in EQ via playing with memory. The effects you can cause are limited to things like turning off fall damage, no lava damage, unlimited underwater breathing, etc. nothing of too much consequence. With a little extra work, one can teleport to an arbitrary location in zone, and move around quite a bit faster than normal (not the generic speedhack, that will get you banned.)

      Previous cheats that were out and semi-widespread among a certain crowd allowed you to do things like using arbitrary skills (even accessing those not available to your class), zoning from anywhere in zone to any zone adjecent to it, permanant sow, removing spells like root, making any number you want show up for /random, etc.

      There were more, to varying degrees of impact, but as each was made public, VI was pretty quick to fix it (one member of thier dev team alluding to the site promoting the exploits as a fix-it list).

      So i would say in this respect, developers can restrict cheating in mmorpgs.

      As for showeq, they change up packets and opcodes quite often, but you always run into the basic problem with trying to hide your data: you have to get it to the client somehow. But even here they have made attempts to curb its usefulness. Over time they've reduced what they send, Hit points are now a % rather than absolute numbers, experience likewise is expresses in 1/330th units, rather than absolute numbers. Faction values are now just an index value so the client knows what to print rather than you actual faction. They are a bit more limited in movement update packets.

      They can stop it, but they do a decent job at limiting it.

      So while the most powerful guild in a server, does run things, that has absolutly nothing to do with cheating in game.

    13. Re:Public voting by mosch · · Score: 2

      People can't understand that sometimes there will be another player who due to practice, natural ability or a combination of the two, can just kick ass in rediculous fashion. Until people learn to be better losers, there will always be accusations that skilled play == cheating.

    14. Re:Public voting by phriedom · · Score: 1

      And how is that a bad thing? At least in cases where there are 10,000 active servers, that sounds fine to me. If a certain group of people don't want to play with you, you just go somewhere else. In a single server world, the burden of proof needs to be much higher. But it was the most frustrating thing in the world when you have a great match of CS going with 19 people are playing well together, competing fairly, going for the objectives, which is a rare thing. And then you get 1 guy who shows up and starting shooting his teammates. Not killing them, mind you, which would trigger an auto-kick on some modded servers, not "cheating" but just wounding them. If there isn't an active server admin in the game, or vote-to-ban isn't enabled, then its over. Two minutes later the server has 3 people in it.

      --
      Don't moderate flamebait as Troll. Know the difference or you will be Meta-moderated.
    15. Re:Public voting by Skuld-Chan · · Score: 2

      What about people like me who have been accused as cheaters, but were just good?

    16. Re:Public voting by demi · · Score: 1

      Hear hear.

      If a majority of the particular gaming community doesn't want you there (for whatever reason--you're cheating, you're an asshole, you unbalance their game with your "superhuman skill") you should be out. I think voting is an excellent idea actually.

      The problem is not one of unpopular players being voted out "unfairly"--but of cheating the election!

      --
      demi
    17. Re:Public voting by Alsee · · Score: 2

      Designers should write in the ability for users to vote off other people they think are cheating...
      The problem is this could be abused. People could vote against a player that just happens to be really good


      As an expert at StarFleetCommand and other games I can tell you that it can be a real problem. The best players would constantly have to worry about getting banned because of votes from clueless players.

      When someone accuses me of cheating I will often happily teach them tactics/game rules/what they are did wrong. Many just keep repeating "I just know you're cheating somehow" even after it becomes blatantly obvious that I know the game better than they do. It was sort of funny when I heard that I'm "a particularly dangerous cheater because no one can figure how I'm cheating".

      If anyone uses a system like this they need do it not as a democracy but as a meritocracy:

      (1) More experienced players know more and have more invested in the system. The more games they've played under the system more their vote should be worth.
      (2) The better the player's win/loss ratio (unless they trigger a "cheater" ban) the more their vote should be worth. Crappy players just can't tell the difference between expertise and cheating.
      (3) Some people assume everyone who beats them is cheating. The more "cheater accusations" someone makes the less each one should be worth.
      (4) Cheaters are likely to lie to the system - reduce the weight of someone's vote as they get closer to being rated a cheater.
      (5) Perhaps try to reward correct votes and penalize incorrect votes? Maybe increase someones vote weight when someone they voted against actually triggers a cheater ban, and decrease the weight of their vote when people they vote against remain in good standing?
      (6) Perhaps do some fancy mathamatical graph analysis to prevent a tight-knit group from all voting each other up, or all conspiring to vote someone down.

      -

      --
      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
    18. Re:Public voting by KFK+-+Wildcat · · Score: 1
      That wouldn't work...

      It is not always obvious when someone is good or cheating.

      For instance, I've been called a cheater often playing UT; usually after visiting a secret room, or doing some special trick. I recall once I took a Quad Damage that usually is only available using jump boots, and the boots were disabled on the server. Everyone called me a cheater. Until I mentionned rocketjumping. And even then, some still didn't believe me. I don't remember if translocators were enabled, but probably :) Anyway, my point is that innovative gameplay and exploiting the game capabilities (ie.,rocket jump, translocators, etc.) will often get you booted up in these games before you can explain your technique, and maybe you want to keep those tricks for yourself.

    19. Re:Public voting by Anonymous Coward · · Score: 0

      Didja ever maybe think that the other players were just shitty and you weren't actually "good"? Go play on a server with veteran players, have your ass handed to you, learn the value of humility, then go on with your life repeating to yourself "it's just a game.. it's just a game...."

    20. Re:Public voting by Anonymous Coward · · Score: 0

      Score:1, Troll?
      Hint: Trolls generally can't post with a +1 bonus.

  19. Solving cheating requires closed source! by limpdawg · · Score: 3, Interesting

    The fact is that games can not simply act as a glorified frame buffer and transmit keystrokes and mouse movements to a centralized server and then display the results with minimal computation on the client side.
    To get around the limits of network connectivity available to vast majority of people developers have to allow the client to render the graphics and interpret the input and then send back the minimum that is needed.
    While we all know that open source generally increases security, when you're dealing with people who are trying to abuse features you can't let them know all your secrets. Open source security assumes that the people working together want access to each other, but want to keep others out. The game security model assumes you want to let anyone in, but keep them from doing bad things.
    Thus unless you move all potentially abusable functionality to the server side, open source gaming will be limited except for games which tolerate low bandwidth and slow ping times.

    --

    Nascantur in Admiratione. (Let them be born in Wonder)

    1. Re:Solving cheating requires closed source! by alriddoch · · Score: 4, Interesting

      At WorldForge we have obviously been considering this point since soon after we started, and we believe that this is not the case. It is true that to achieve the twitch responce of a first person shooter it is extremely difficult to detect client side cheating, but the more moderate pace of online RPGs can be different. If a model is chosen where the client is totally untrusted, the players ability to cheat by modifying the source of the client is minimised. An additional benefit is that this security model means it is far more difficult to cheat using add-on programs like those available for many current online RPGs.

    2. Re:Solving cheating requires closed source! by Anonymous Coward · · Score: 1, Insightful

      This argument has almost no basis. The majority of games today are closed source, and cheating is still found all around. People can and usually do hex edit executables or modify dll's for games such as Quake 3, CS, etc. They do not need the source code to keep that up.

      The logic that open source is more secure isn't limited to productivity apps or server apps. Widespread ability to see the source code and find problems in order to fix them is a key benefit to using open source. Cheats are vulnerabilities just like any root vulnerability, they just destroy entertainment instead of another form of service.

    3. Re:Solving cheating requires closed source! by MisterBlister · · Score: 1
      My guess is you're going to get modded down or not modded at all, here on Slashdot. But these points are very valid. Sometimes security through obsecurity IS the only possible solution (though clearly it can be worked around if someone wants to bad enough) because REAL security would just be too expensive. Real-time online games are the most common instance of this being true.

      Now that Quake2 source code is released, any faith you might have had in a cheat-free game is gone because with the source code, hackers can very easily add cheats that are much harder to detect than the "aimbot" cheats that are popular even on hacked closed source games....

    4. Re:Solving cheating requires closed source! by TRACK-YOUR-POSITION · · Score: 2
      Thus unless you move all potentially abusable functionality to the server side, open source gaming will be limited except for games which tolerate low bandwidth and slow ping times.

      Another solution is to limit your games to small networks of players that you trust (the solution in the article's second to last paragraph.)

      I'm afraid it may come to this, as cheats can always be made, closed source or not, and with all the virus/trojan/spyware nonsense we see even in legal, commercial products, closed source programs outside video game consoles are going to be trusted less and less.

    5. Re:Solving cheating requires closed source! by Anonymous Coward · · Score: 0

      Most of the cheat programs for the current crop of MMORPG's simply take over the network stream and insert their own, valid commands. Locking out the client from game logic has no effect on them whatsoever.

    6. Re:Solving cheating requires closed source! by jdavidb · · Score: 2, Interesting

      If you haven't read it before, I recommend you check out Eric Raymond's The Case of the Quake Cheats. You don't need source to come up with the kinds of cheats you're describing. Remember the story of how the bnetd people reverse engineered blizzard.net. They weren't trying to cheat, but people can and will go to these same lengths for cheating.

      Open source security assumes that the people working together want access to each other, but want to keep others out.

      I program every day with the assumption that I want to grant users only a limited set of permissions and nothing else and that abrupt and awkward program termination even in some acceptable cases is better than accidentally allowing unexpected actions. Open source gave me this mentality, and I use it on the job. Open source has produced some highly secure systems (such as OpenBSD). Knowledge of algorithms does not imply ability to defeat them, nor does lack of knowledge imply increased security.

    7. Re:Solving cheating requires closed source! by jdavidb · · Score: 3

      FreeCiv takes the approach of not trusting the clients (all verification is performed in the server; nothing is sent to the client that the user should not know; etc.), and it has excellently playable performance. Of course, it's not a FPS or real-time system. Players do all take their turns simultaneously, though, and it seems to scale up well (max 30 players per game, I think).

      Plus, it's a great game!

    8. Re:Solving cheating requires closed source! by Xugumad · · Score: 1

      Actually, you can kinda cross the two approaches. Pass all keystrokes.mouse movements to the server (yeah, its a bit of data, but over a fast modem, hardly a problem). The server then works out what is happening. Meanwhile, the client, also works out what is happening, and shows the user. Doesn't matter what you do to the client, they server is reacting to just input. Yes, there is duplication of processing, but this is hardly a major problem, IMHO.

    9. Re:Solving cheating requires closed source! by Yodason · · Score: 1

      Bianary doesn't help at all, you don't even need to hex edit. You can easily come up with aim cheats just by sniffing/reverse enginnerring a packet scheme. If you can make a emulator without source, cheating without source is certainly possible.

    10. Re:Solving cheating requires closed source! by alriddoch · · Score: 1
      Most of the cheat programs for the current crop of MMORPG's simply take over the network stream and insert their own, valid commands. Locking out the client from game logic has no effect on them whatsoever.

      This only works because the server does not check the commands from the client to see if they are possible. If the server took commands from the client as the players intentions, and then used its internal logic to determine the outcome, there is no reason why direct access to the data stream, or the source of the client should help cheaters.

    11. Re:Solving cheating requires closed source! by prockcore · · Score: 2

      Talk about an overrated post. "Solving cheating requires closed source"? Please.. every multiplayer game out right now is closed source.. yet there's still cheating. More like "closed source has no affect on cheating".

      Solving cheating requires servers that do more than just link up a bunch of clients. Think about it, what really needs to be sent to the client? Visible player positions and data, visible item locations and data, and data related to your character.

      That's true for pretty much every game. Aim bots can't be prevented, but wallhacks and other hacks can. The server should check to see if you have the item required to cast that spell or teleport to that location (etc), the server should only send positions of players that you can actually see.

      Open or closed source has nothing to do with it. I can read assembly and run a packet sniffer to know just as much about the game as if it were opensource. To solve cheating requires servers that distrust the clients.

    12. Re:Solving cheating requires closed source! by prockcore · · Score: 2

      One followup I forgot to mention. Solving cheating probably requires open source. If game designers designed their games under the ASSUMPTION that the clients can modify the source, they may actually build security into the server.. instead of just relying on obfuscation.

      A good example is Ultima Online. There was a speed hack because the server didn't check to see if there was a delay between walk requests (the client handled that). It didn't occur to OSI that people might hack the client and cause it to spit out walk requests as fast as the server accepted them. They of course had to come up with a hack to the protocol in order to fix this.

      If OSI had worked under the assumption that the client was open source, they would've had the server implement the walk delay.

    13. Re:Solving cheating requires closed source! by WNight · · Score: 2

      The problem is that cheats make players do what a really good player could do. I've seem people with 23" monitors and 2Ghz P4s who 0wn the r41l in Q3, without cheating. How's a server going to tell perfect aim from perfect aim from a bot?

      There are some tells, like someone always hitting the center of a model, or the very leading edge of the bounding box. But once those cheats stop working people will learn to quickly randomize where the shot hits, and to miss a certain percentage of shots.

      You need to take out easy cheats like railguns, sniper rifles, perfectly dark shadows, etc. Once there's nothing like that which a bot is really good at, cheating will diminish.

    14. Re:Solving cheating requires closed source! by WNight · · Score: 2

      The game can't read the hardware directly anyone in any modern OS. It has to take the OSes word for what the user is doing. If you wanted an aim cheat you'd simply work it by having the bot send the mouse movements that would cause a hit.

      Your method makes it harder to cheat, but it'd be a lot harder to implement and would be more fragile - weird keyboard drivers, or a nonstandard system might cause it to malfunction, meaning they've either got to refund the purchase price, or have a pissed off person with motivation to go and download a 3rd party fix, and while they're there, why not grab a crack and some cheats...

    15. Re:Solving cheating requires closed source! by Xugumad · · Score: 1

      Makes it much, much harder, given the aim cheat also has to track the player itself. Also, the server may limit how far/fast you can turn, which would really give aim cheats problems. As to keyboard drivers - the client should handle any complicated parsing, and send the data to the server in a nice, easy to cope with format. A sequence of keys up/down would probably be best.

  20. server-side processing? by Anonymous Coward · · Score: 1

    I'm interest in making a game. How possible is it to defeat cheating by doing server-side processing of multiplayer game data?

    1. Re:server-side processing? by MrSloth · · Score: 1

      Blizzard does it, that's why b.net for d2 is soooo laggy sometimes. in War3 they will be doing other cool stuff too

    2. Re:server-side processing? by Anonymous Coward · · Score: 1, Interesting

      Yeah. But options for host-side processing, and multiple servers should fix any slowness problems.

  21. CS 1.4 by wbav · · Score: 4, Interesting

    Well, we have seen valve put in code with Counterstrike 1.4 that checks to see if your opengl.dll is correct, to stop people with cheats like OGC. However, this sucks for all those using wine, becuase wine uses a hacked version of opengl to run windows games in linux. I've been cs free for about a month now, as a result.

    The real irony is, wine will not load cheats (as far as I can tell), so people using wine cannot cheat. I had a similar issue with Cheating-Death.

    --

    =================
    Unix is very user friendly, it's just picky about who its friends are.
    1. Re:CS 1.4 by Dimensio · · Score: 5, Insightful

      Why not inform Valve of this and give them the hacked opengl files so they can add it to their checksums?

    2. Re:CS 1.4 by Peyna · · Score: 1

      Have you tried contact the CS developers about this so maybe they could check to see if a person is using either the wine opengl.dll or the windows one? It couldn't be too hard to implement.

      --
      What?
    3. Re:CS 1.4 by Anonymous Coward · · Score: 0

      off of transgaming they say they are working on a fix even as we speak^H^H^H^H^H type.

    4. Re:CS 1.4 by wbav · · Score: 2, Informative

      Actually valve is aware of the problem, they have a fix if you pay for winex. But if you're a poor college student like me, you're up the creek.

      --

      =================
      Unix is very user friendly, it's just picky about who its friends are.
    5. Re:CS 1.4 by ceejayoz · · Score: 1

      I doubt Valve is willing to take the time to go through the hacked files and verify that nothing has been altered. You'd have more luck dual booting...

    6. Re:CS 1.4 by Anonymous Coward · · Score: 0

      LOL, checks that like make me laugh.

      Just hack out the check. Always return whatever the server wants. It's so simple to hack those sorts of things, I don't even know why they do it.

    7. Re:CS 1.4 by Resist148 · · Score: 1

      Transgaming's winex 2.1 release fixes this. Actually AFAK, some video card driver in linux caused objects to be transparent, in other words could be used as a wallhack. I don't remember the specifics on what drivers these were though, nor do I care. What is the fun in playing a game if you are cheating, I just don't understand.

    8. Re:CS 1.4 by BrookHarty · · Score: 2

      Yes, and CS1.4 hack detection wont let you play CS1.4 in linux with winex. This really pisses me off, as I was using Linux full time, and had to boot back into WinXP. CS1.4 didnt stop the wall hack, Wallhack still works, seen it in action at a lan party on a Patched server!

      BTW, CS1.5 should be out shortly, im hoping I can play CS under linux again.

    9. Re:CS 1.4 by SethJohnson · · Score: 2


      If the communication between the server and client is encrypted and dynamic (based off some environmental seed such as time and date), this would be very, very difficult to reverse-engineer.


    10. Re:CS 1.4 by ShadowDrgn · · Score: 2

      Just hack out the check. Always return whatever the server wants. It's so simple to hack those sorts of things, I don't even know why they do it.

      Because it takes 10 seconds to change the encryption on the authentication but a week to break it. That's what happened between Cheating-Death and OGC for Counter-Strike 1.3, and it was great. Valve's anticheat in C-S 1.4 is doing fairly well now, but the first weeks of 1.4 were full of cheats.

    11. Re:CS 1.4 by btellier · · Score: 2

      Hehe. Ahh the young and security naive. You forget that, as the administrator, you have access to not only all the address space of the program but also any of the functions which call for random seeds. Thus you can force the same "seed" every time and the "encryption" would be the same. Not just that, but we can modify the game's DLL's to automatically report a correct checksum anyway! Don't call it encryption, call it what it is: scrambling.

      1. Hax0r modifies the "get_checksum()" function in the game's DLL's by modifying a few bits
      2. WON ID is checked/Client connects to server
      3. Server asks for client checksum
      4. Client returns an "OK" message
      5. We pass the test.

      Or, since we know the encryption seed, we could (hypothetically) capture the outgoing authentication/verification packets and dynamically modify them to return the "OK" message instead of the "NOT OK" message.

      I can't imagine that that is all that Valve has done to prevent cheating, but if it is it's absolutely worthless. Relying on a client to verify it's own legitimacy is an oxymoron.

    12. Re:CS 1.4 by Anonymous Coward · · Score: 1, Insightful

      There are many ways around this. Here's 2:

      1) Find out what the hash/CRC/checksum/whatever of the opengl file is BEFORE the value gets encrypted and sent out. Patch in the expected value at that point, who cares about the encryption? You don't even have to touch it.

      2) Intercept/misdirect the check to another file. You have a hacked opengl file that's used in-game, but when the game goes to CRC it, it will wind up looking at the original file instead, thinking all is good. Again, no need to attack the encryption.

    13. Re:CS 1.4 by cobar · · Score: 2

      I've been happily playing with WineX 2.01 since it came out. Regular wine stopped working with 1.4 but $15 to Transgaming later and I was back playing on 95% of servers without any issues.

    14. Re:CS 1.4 by Anonymous Coward · · Score: 0

      Bullshit, like you don't have $15 dollars to spend. I am willing to bet if it was in a vending machine you wouldn't think twice. Buying stuff off the internet is a pain and the real culprit here, not the money, get it right.

    15. Re:CS 1.4 by Anonymous Coward · · Score: 0

      End of the year, I'm in debt nearly $5,000. I don't have 15 dollars man.

    16. Re:CS 1.4 by maaleron · · Score: 1

      you can still compile the CVS tree
      i can play the newest CS complete either online or at home with bots
      unfortunately, i need to upgrade an old video card but it is still playable in software mode.

    17. Re:CS 1.4 by Darren+Winsper · · Score: 1

      Seeing as Transgaming don't accept American Express or Switch, I *cannot* pay them.

    18. Re:CS 1.4 by WNight · · Score: 2

      Cheat-checks like that aren't very reliable anyways.

      One that pisses me off is that some multiplayer games refuse to run with Soft-Ice loaded. They're mildly annoying the crackers, who know how to get around soft-ice detection, but seriously pissing off developers who have no need to know how to mask soft-ice, but who have it for legitimate reasons.

      But then, it's like all protection systems. They penalize the legitimate users to theoretically block the pirates/cheats, but it never really stops the bad guys.

    19. Re:CS 1.4 by WNight · · Score: 2

      It tends to be the other way. It takes a team of developers a few weeks to implement a protection scheme, it takes one cracker a day or two to break it and code a crack that everyone can use.

      Sure, you can change a few variables and release a new version, but that's not going to stop the cracker for more than a few minutes. It'll annoy all the legitimate users though who have to upgrade to a new version just to play.

      The problem is that this isn't the sort of application where you can pick a secret key and the bad guy has to find it by exhaustive search... In this case, the bad guy knows everything the client knows. He can watch over its shoulder, sort of. You can't rely on new numbers to confuse him, you have to rely on a whole new method, such that he can see the numbers but doesn't know what you're doing with them. And even then he simply has to replay it slowly, step by step, and pay closer attention until he noticed your slight-of-hand trick.

      Stopping crackers is a losing game. If they have access to the client computer there's *nothing* you can do that they can't undo.

  22. Re:Can anyone help me out? by Anonymous Coward · · Score: 0

    yea ... sure ... follow this link ...
    www.slashdot.com/filter

  23. Cheaters never prosper.. by Linuxthess · · Score: 1

    At least in Return To Castle Wolfenstein, in the latest rev, 1.3(?) they added whats called "Punkbuster" which throws cheaters off of servers which are screening for cheaters.

    --

    I sig, therefore I was.
    1. Re:Cheaters never prosper.. by Anonymous Coward · · Score: 0

      And punkbuster-enabled servers crash about eight times an hour. And it basically lets somebody else decide to scan your hard drive for anything they want to look for. And it lags the game because it scans your hard drive while you're trying to load maps... And it doesn't seem to be stopping any cheaters.

      So, punkbuster is basically why I stopped playing rtcw.

  24. Trolls? by tps12 · · Score: 1

    Okay, I can understand blaming cheaters and newbies for shitty gaming communities. But trolls? How do you troll Quake? By faking a limp and laughing at people who shoot you?

    At some point, game developers are going to have to own up to the fact that they just make shitty games that are easy to hack.

    --

    Karma: Good (despite my invention of the Karma: sig)
    1. Re:Trolls? by Peyna · · Score: 2

      Trolls are common in Counter-Strike, such as:

      - Shooting teammates when friendly fire is on

      - Shooting hostages no matter which team you are on

      - Having the bomb and not planting it

      - Repeatedly start and stop defusing the bomb when your teammates are waiting on you

      - Get a friend to play for the other team, hang back until you are the only two players left and then run around and don't kill each other but pretend to knife fight and waste everyone's time

      There are many ways to ruin such a game without cheating. These are also difficult to address from a developers perspective.

      --
      What?
    2. Re:Trolls? by tps12 · · Score: 1

      How is that trolling?

      --

      Karma: Good (despite my invention of the Karma: sig)
    3. Re:Trolls? by Anonymous Coward · · Score: 0

      It's trolling in much the same way that you're trolling now, actually..looking for a reaction, preferably a bad one.

    4. Re:Trolls? by Anonymous Coward · · Score: 0

      Not according to the Jargon definition by the gay programmer (Arnt all these geeks gay? jeswish and smoke pot and do all sorts of subversive stuff?).

  25. A perfect world? by bahtama · · Score: 5, Insightful
    Let's see. We have a world where most people behave themselves, except for a small minority that run around stealing and causing problems. Yeah, that sounds so strange and alien!

    The bottom line is that there are cheaters in every aspect of life, whether it be real or virtual. Game companies, much like governments, can only do so much. The rest of the problems people just have to live with. Virtual worlds will never be perfect and people will always try and ruin someone else's day.

    --

    =-=-=-=-=-=-=-=-=
    Oh bother.

    1. Re:A perfect world? by iomud · · Score: 2

      The problem lies in that when people are anonymous they tend to cheat more because they know they can get away with it without any consequences.

    2. Re:A perfect world? by Anonymous Coward · · Score: 1, Interesting

      But this is information technology, once one person can cheat and steal, anyone who wants to can cheat and steal by piggybacking on the first ones technology. Once one person cracks the code and cheats, they publicize it for everyone. Normal theft protection is effective in the real world, where everybody must face the same risks. But in a game world, once one person has unlocked the safe, they tell everyone its open, and everybody is there within minutes. In order to stop hacking and cracking, we need adaptive technologies built to prevent this dissemination of knowledge from being effective. Code needs to be written to self protect. Once an intrusion or a hack is detected, it determines the nature of the hack, and forbids the next attempt. This way, people can crack something once, but they can't spread it to anyone else because it will be fixed as soon as it can be detected.

    3. Re:A perfect world? by Alsee · · Score: 3, Funny

      Code needs to be written to self protect. Once an intrusion or a hack is detected, it determines the nature of the hack, and forbids the next attempt.

      &LT sarcasm &GT
      Ah! Obvoiusly a fellow programmer!
      &LT /sarcasm &GT

      -

      --
      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
    4. Re:A perfect world? by btellier · · Score: 2, Troll

      >Code needs to be written to self protect. Once an intrusion or a hack is detected, it determines the nature of the hack, and forbids the next attempt.

      It is 100% impossible for a given program determine if it has been hacked if the person who is trying to hack it is the administrator/root user of the machine. Is this clear enough? You have control over everything the program sees because you can modify every portion of it. Watch:

      int check_self() { // function which checks its current program for modification
      // perform checks ...
      if (we_passed) {
      return TRUE;
      }
      else return FALSE;
      }

      int run() {

      if (check_self()) { // we passed the check (TRUE)
      continue();
      }
      else //We failed

      In this situation the "run()" function calls the "check_self()" function to see if the current program is still OK. However all the hax0r would have to do would be to change a single byte, FALSE (0) to TRUE (1), in the program with a special editor and the program would appear to pass the self test, even though it didn't.

      If we aren't the superuser on the system we can protect ourselves by not allowing the programs to be modified and preventing ordinary users from accessing their address space, like SUID/SGID binaries in UN*X or programs started by other users.

    5. Re:A perfect world? by scot4875 · · Score: 2, Insightful

      The problem is, in a virtual world, a cheater can affect many, many more people than they could in real life with almost zero consequences. It's even worse when a group of cheaters works together, thus eliminating nearly all of the risk as well.

      A thief IRL may get away with robbing a couple 7-11's before they get caught. A thief in a virtual world can write a script to automatically rob every person they com into contact with. And they probably won't ever get caught, they'll keep doing it until the exploit is fixed. Then they'll just switch to a new exploit.

      --Jeremy

      --
      Jesus was a liberal
    6. Re:A perfect world? by Babbster · · Score: 1

      Ivan Boesky, Michael Milkin and anyone who owned an S&L a few years back might disagree with you about how many people cheaters can affect in real life. :D

    7. Re:A perfect world? by Ed+Avis · · Score: 2

      From reading the article it sounds like 90% of the cheats could be addressed if the developers remembered a simple principle: *you cannot trust the client*.

      Having some spyware which runs on the individual's PC and looks for known cheat programs is a complete dead-end. It just leads to an endless arms race like that between virus scanners and virus writers. Just like with viruses, the only sensible answer is to eliminate the problem by not trusting code you can't directly control.

      Imagine you were building an ecommerce site and you found that some customers were modifying their web browser to send back the wrong price for an item. Would you try to write some tool which runs on the client's PC and detects the browser modification? Of course not, you would just correct the boneheaded decision to let the client send the item price to start with. Such things should always be handled by the server, and any data validation must always be done on the server. The client could do it too, for quicker turnaround and user-friendliness, but if you want any kind of security the server must check for cheating itself.

      So the rules of the game should always be enforced at the company's servers. If it's possible for somebody to write a client which lies about how much money the character has - well, you deserve what you get for such a misdesigned game.

      In some cases it's not possible or practical to check at the server, for example seeing round walls in first-person shooters. If every screen refresh needed to contact the server to get information on what was visible at that moment, then the game would be horribly slow. So the server has no choice but to send complete information, even including objects which might be invisible, and trust the client to hide some information from the user. But this should be avoided whenever possible.

      Another difficulty is bots, which play the game for themselves or assist the human player. It's not so easy to detect those.

      - Maybe instead of a constant $10/month, the gaming companies could keep an 'ethical index' for each player and charge more to players that behave rudely, kill others without provocation and so on. But this might distort the structure of the game.

      --
      -- Ed Avis ed@membled.com
  26. Tao Te Cheating Llama by GearheadX · · Score: 3, Insightful

    The main problem is that there is actually a rather strong, organised group of people out ther ewho distrubite exploits and hacks for online games, considering it their 'right' to cheat because they purchased a copy of the game. The problem is that when they do this they fail to take into consideringation the position of the other people who's gaming experiences they're wrecking.

    Of course.. the difference between Man and Beast, when you get down to it, is being able to think about things frm someone else's point of view, so when you think about it, this shows you something about the mental state of the organised online cheater.

    Even a Chimp can think about something from someone else's perspective...

    1. Re:Tao Te Cheating Llama by realdpk · · Score: 2

      The cheaters in this case do think about the game from someone else's point of view. They just don't care if anyone gets upset about what they're doing.

    2. Re:Tao Te Cheating Llama by jgerman · · Score: 2

      Of course.. the difference between Man and Beast, when you get down to it, is being able to think about things frm someone else's point of view, so when you think about it, this shows you something about the mental state of the organised online cheater.


      Nice try but no. Thinking about another's point of view does not determine whether or not you are intelligent (or conscious, ect) life, the ability to recognize that think about your own thought processes is a more likely reason. though, in all likelihood it's unlikely that there's a single thing you can point at and say there it is, the difference between man and beast however I do agree with you classification of cheaters as a whole. Why play a game if you're going to cheat?

      --
      I'm the big fish in the big pond bitch.
    3. Re:Tao Te Cheating Llama by phriedom · · Score: 1

      Often I think they DO care about upsetting people, because that is their goal.

      --
      Don't moderate flamebait as Troll. Know the difference or you will be Meta-moderated.
    4. Re:Tao Te Cheating Llama by scot4875 · · Score: 1

      Why play a game if you're going to cheat?

      Easy. Because they want to win. They could care less about enjoying the game for its own sake. Their goal is simply to win.

      Which doesn't translate into games like UO and EQ very well -- how do you win? "Well, it must be like in Quake -- the more people you kill, the better you are. So that's how we'll play UO!"

      It's too bad, too. Playing a game to have fun is *much* more enjoyable than playing to win. That may sound like a "loser's" perspective, but it sure as hell takes the stress out of games.

      --Jeremy

      --
      Jesus was a liberal
    5. Re:Tao Te Cheating Llama by PaulBellini · · Score: 1
      Of course.. the difference between Man and Beast, when you get down to it, is being able to think about things frm someone else's point of view...

      Even a Chimp can think about something from someone else's perspective

      "Weaseling out of things is important to learn. It's what separates us from the animals... except the weasel"

    6. Re:Tao Te Cheating Llama by Anonymous Coward · · Score: 0

      Actually, chimps can't think about something from someone else's perspective. Even human's don't display this ability till they're 4-5 years old.

    7. Re:Tao Te Cheating Llama by jgerman · · Score: 2

      Playing a game to have fun is *much* more enjoyable than playing to win. That may sound like a "loser's" perspective, but it sure as hell takes the stress out of games


      Sounds like the perspective of a person with integrity to me. I sort of meant my statement rhetorically, I know the answer (they want to win) I just can't understand it. ;)

      --
      I'm the big fish in the big pond bitch.
  27. Basics? by Peridriga · · Score: 3, Insightful

    The fundemental problem is that the game itself lies on the clients computer.... It is completly unfeasable to secure that program once it has been taken out of the shrink wrap...

    Sure you can require frequent patches to fill the holes after release. Or maybe require a check-sum of critical files to play. Etc, Etc... But, there will always be people that are willing to figure out ways to by-pass it.

    Just like computer security in general. You trade amount of security to functionality.

    Heck. I remember when I had snake on Qbasic. I was 6 and had no clue about programming. But, I realized that Player1_Lives = 5 means something and I wanted to change it.. I understand that this is an oversimplified analogy that is completely missing the multiplayer side but, people will always want something for nothing and this is a way they can do it.

    Probably the only way to completly secure a game from cheating is to make the client side as thin as possible but, of course the trade off is the server would have to work extremely hard (already a problem now, with server's designed as the thin ware)....

    As solution will work itself out eventually.

    1. Re:Basics? by Anonymous Coward · · Score: 0

      What about distributed or parallel computing to replace the server/client architecture of most online games out there ? There would be a consequent CPU overhead, but this redundancy could ensure that (as long as _most_ players are not cheaters) the shared model of the game on each machine, including the players' ammo and weapons and health, stays coherent with the other machine's model.

  28. Social stigma by LBrothers · · Score: 5, Interesting

    I've played my share of online games, from the simple telnets to the varied mmorpgs. Technological and admin based solutions never seems to adequately solve any real poroblem.

    You can boot players, ban IPs, reprimand, close servers, but the miscreants always find a way back in, because its an enjoyable game to them... annoying others.

    The only viable solution I've ever come across is the social stigma. This method of self-regulations fails if the game doesn't implement a system of reliance on other players though. As long as several players are needed to band together to achieve certain goals, social stigma works.

    Picture a mmorpg where you need 3 other players to help you defeat a certain barrier. There's no other way, its part of the game structure. If you're a cheater, others won't help and you're limited in your game play. Where's the fun now?

    Game builders have to be aware that cheaters exist and really strive to construct game play in such a manner where players can self-regulate like that. Admins and code-limitations never seem to solve the real problem.

    1. Re:Social stigma by Pvt_Waldo · · Score: 2, Insightful

      Picture a mmorpg where you need 3 other players to help you defeat a certain barrier. There's no other way, its part of the game structure. If you're a cheater, others won't help and you're limited in your game play. Where's the fun now?


      Are you kidding? The cheater will just simulate the two other people via a cheat. But I like the concept.
    2. Re:Social stigma by NeoSkandranon · · Score: 1

      Then you have groups of cheaters, instead of cheaters..which is just as bad or worse

      --
      If you can't see the value in jet powered ants you should turn in your nerd card. - Dunbal (464142)
    3. Re:Social stigma by Shelled · · Score: 2

      You're kidding, right? I've seen players spend an afternoon shooting their team mates no matter how much verbal abuse and return fire they took. Once servers started booting after a set number of team kills, they used small arms fire to shave life points from their team. The point? Some people are just assholes and no amount of negative social stigma will ever work, because they thrive on it. The only assured solution is a technical one.

    4. Re:Social stigma by Anonymous Coward · · Score: 0

      the problem is k3wld00d just makes another char called j00sux0r and its a clean slate :/

    5. Re:Social stigma by Anonymous Coward · · Score: 0

      Preventing cheating through social consequences just doesn't work. Even if you require 3 people, 5 people, 50 people, cheaters band together into packs. Cheaters and jerks are some of the most well-organized, tight-nit social groups in any MMOG. You'd have to require so many people as to make it impossible for anyone.

      Self-regulation doesn't work in the context of a MMOG either. It barely works for Quake III, etc, where you only have 16-32 players per server; anyone who has played a lot of Q3 has probably gotten kicked off a server for no real reason at some point. In a MMOG, you've got hundreds of people willing to abuse any self-regulation system you put in to cause other people trouble. And it's not just the jerks; there are just as many rivalries, hatreds, and dislikes in a MMOG as there are in real life. You can't put 10,000 people in the same room and expect them to all get along. The ones that don't get along, for the most part, have no problem abusing whatever they can find to cause their enemies trouble.

      It's not an impossible task, but people tend to treat the guys running MMOGs like they are idiots. They're not, they're mostly pretty intelligent people. The obvious solutions have already been considered, and believe you me, the people running these games are more than aware that cheating exists.

      Also, cheating is not a problem that can be solved completely, at least not without a way higher investment than any game company with sane accountants can make. People also forget that these companies are here to make a profit, and MMOGs are already ridiculously expensive to make and not at all cheap to maintain.

    6. Re:Social stigma by Babbster · · Score: 1

      Well, another assured solution might be to track them down via their IP address (assuming it's static, there's always a way to get to them) and beat them repeatedly with a baseball bat...But, of course, I would never (always) approve of this kind of violent (delicious) activity.

  29. Uhh.. by blake213 · · Score: 1
    A presentation for Xbox Live, Microsoft's online service for its game console, stressed hack-proof servers.

    I don't think "Microsoft" and "hack-proof" should EVER be used in the same sentence again.

    BAD, ZDNet! BAD!

    --
    mund freud.
    1. Re:Uhh.. by ceejayoz · · Score: 1

      Well, technically they are hack-proof. Of course, that changes once they get hooked up to the 'net... ;-)

    2. Re:Uhh.. by whizzird · · Score: 2, Funny

      Most MS servers are crack proof. How do you crack a box when it's constantly down due to BSODs?

  30. EverCrack? by Skirwan · · Score: 0, Troll
    Cheaters and trolls are making it harder for casual users and newbies to get hooked on the on-line versions of games.
    We can generalize this in the form
    _CURRENT_USERS_ are making it harder for casual users and newbies to get hooked on _PRODUCT_.
    to apply it to a larger number of subjects:
    Online Gamers, Online Games
    Heroin Junkies, Heroin
    Obnoxious Drunks, Drinking
    Trolls, Slashdot
    --
    Damn the Emperor!
  31. Does policing work? by mekkab · · Score: 2

    I understand that having a GM be the final arbiter can be both fair and unfair, so are there any/many instances where a non-cheater was expelled as a cheater?

    I understand the example in the article (fighting a guy with twice your stats) perfectly-
    I went to a live action role playing event (LAIRE for those who know) and it SUCKED. In the first round of combat, in one hit, the "npc" character completely decimated me. Yes, they were given orders by the GM's not to actually kill anyone.

    NOTE: this message is free from any comments regarding Microsoft servers as military grade.

    --
    In the future, I would want to not be isolated from my friends in the Space Station.
    1. Re:Does policing work? by DebtAngel · · Score: 2

      No fault of the NPC.

      In theory, your average revenant (I play NERO from time to time) doesn't know a low level guy from a high level guy. They just pick a target and swing 4's. If you have 3 body, you fall down on the first hit.

      The dedicated players, who have given way more money to the chapter than you, need to have fun too, and that's typiclly done by giving the players something big to fight.

      Also, if LAIRE is anything like NERO, the rule is "don't *killing blow* anybody". Taking that one minute of available healing time away is generally considered a no-no, because once you cross from "bleeding out" to "dead", the cost to make you not dead goes from a level 1 spell to a level 9 spell.

      --

      Is this post not nifty? Sluggy Freelance. Worshi

    2. Re:Does policing work? by yasth · · Score: 1

      LARP is a different kettle of fish. Some LARPs are based on skill (i.e. you swing the sword, you fire the bow), and in those NPCs can kill a unskilled opponent even if thier stats are 1/100 the PC's stats. In most MMRPGs that can never happen, or at least not likely. Yes the random number genertator can do evil things, but generally there is only so much one can do. So stats do matter particularly as for the most part thier is no GM. Think of a MMRPG as a giant pen and paper RPG run by a novice GM reading from a detailed adventure guide. If one knew the dice rolls ahead of times one could probably tell you exactly what the result would be.

      As for Non cheaters being kicked as cheaters, happens all the time. Some one throws a gernade gets very lucky, kills five people at once, hasn't died yet, the server kicks them.

      --
      I'd do something interesting, but my server can't handle a slashdotting.
  32. finally by shadowofdarkness · · Score: 1

    This is long over due since cheating in multi player games annoys everyone. If you want to cheat it is fine with me as long as it is a single player game.

  33. Trolls? by RealisticWeb.com · · Score: 3, Interesting

    I can see you you can crack down on cheating, most people don't like it, and would support that kind of action, but Trolls? How could you ever crack down on that without censureing(sp?)? I personaly like the /. method of moderation, because all the posts still show up, but we can choose how much crap we want to see. But how can you implement that in a real-time senerio? I don't see how without using server-side filters which people will object to, or client-side filters which has already been done before.

    --
    Sigs are out of style, so I'm not going to use one...oh wait..
  34. It doesn't work by Anonymous Coward · · Score: 0

    And I wonder why? 'Slashdot.com' anyone? Seriously, these high-scroing posts are really offensive (to my intelligence mostly) and I just want not to have to view them.

    1. Re:It doesn't work by Anonymous Coward · · Score: 0

      mistake was made obviously ...
      www.slashdot.org/~filter

  35. Online Gaming with the PS2 by mstyne · · Score: 1

    Not being able to wait for Sony's version of an ethernet adapter, my younger brother and I went out and bought a Linksys USB Ethernet adapter. Being that the only online game thus far was Tony Hawk's Pro Skater 3, that's what we were playing. When we first started using it, we noticed people getting obscenely high scores. This was explained away on a few websites (and by players) as them just being *that good* at the game. However, a few online players conceded that they had gotten high scores by using a Game Shark.

    The rumor mill has me believing that Activision (or whoever is running the game servers) is keeping an eye out for rampant cheaters, especially those using the Game Shark.

    Another good move was that each individual server is set with a skill rating. For example, I absolutely suck at THPS3, so I would look for a lower skill level server. However, this doesn't keep cheating (or just exceptionally talented) players from coming in to these beginner's sessions and kicking everyone's ass.

    I guess that was a little whiney. But it sort of takes away from the online experience when you know you suck, put yourself in a position where not being good at the game would be okay, and still have some ass clown rack up millions of points (legitemate or otherwise), while you're just trying to have some fun and perhaps compete a little.

    --
    mstyne: real name, no gimmicks
  36. Game devellopers are quick! by YahoKa · · Score: 0

    This has been a problem since counter-strike came out. How long did it take them to figure this out!

  37. Quake by Libertaine · · Score: 1

    Reminds me of the first time I saw a bot on Quake. I remember playing on a server and then a new guy started. I ran up behind him to give him a little surprise and saw that he was just running straight with rockets firing off in all directions. I just sat there thinking WTF is going on. Then we learned you could type in "no bots" which kicked off the first bots before people started modifing them. Never understood the thrill of cheating like that.

  38. Trolls? by Black+Aardvark+House · · Score: 1

    I didn't know there were trolls in online gaming, except Ultima Online, and they're just an adversary, and I'm pretty sure they don't cheat.

    --

    I am the evil aardvark!

  39. Re:Can anyone help me out? by digitalmuse · · Score: 1

    yeah, RTFM... or change your viewing threshold to something to keep out the trolls (1 is usually pretty safe), check of the "save" box and then click change. or you can get really creative in your user prefernces and edit your own weighting for different moderation selections....

    --
    "If I wanted your input on my pet project, I'd stick my hand up your ass and use you like a sock-puppet." - Muse
  40. Cheat detection by NeoSkandranon · · Score: 1

    I think the solution would be the release of a program that functions somewhat like an antivirus software, that must be run in order to play public games (I'm thinking public CS servers, MMORPGs, etc) that scan for hacks, cheat programs or exploits. Sure, sure, bitch all you want about your precious privacy, but how many people cry about the fact that Norton AV scans their harddrive? not many. And yes, the cheaters, the dedicated ones, would figure out how to make their stuff harder to detect, but with regular updates, it shouldnt matter. I for one would be only too happy to let a program from a reputable game company scan my memory and perhaps my hdd to see if there are cheats, knowing that the idiots (must resist impulse to cal them '12 year old morons') who get their kicks out of breaking rules and screwing people are not going to be interfering with me.

    Ideally, in games like CS or MOHAA, where an individual runs the server, it could be their option to implement this...if all the cheaters wanna play a game together where everyone can get headshots and see through walls, fine by me, but stay out of my game.

    --
    If you can't see the value in jet powered ants you should turn in your nerd card. - Dunbal (464142)
    1. Re:Cheat detection by Anonymous Coward · · Score: 0

      I was fed up with various HL guards scanning for cheats; so I wrote a filesystem driver incorporating a very basic filesystem derived from the FAT32 model using the IFS kit from Microsoft (pirated from #warez-central, DAL) requiring certain keys to open and read files. I modified OGC to run out of it with proper keys to start with as well as to function inside those constraints.

      I happily hack today on TFC, and Valve will never be able to stop me. If they do; cheers. Some say I go nuts to stop them, but I don't think so.

  41. This is done already by Anonymous Coward · · Score: 0

    This kind of voting is already done. The problem is that people have CD-Keygen programs.

  42. What about open source and cheating? by Xcrap · · Score: 1

    From what I've heard, open source games are easy to cheat with. If you can modify the source code then you can certainly cheat with it. This is an intresting area of thought and yes I have seen people cheat on open source games by modifying the source code.

    1. Re:What about open source and cheating? by Stonehand · · Score: 3, Informative

      A little cryptography plus a net of trusted compilers (as in people, not gcc) who produce signed binaries goes a long way. See Netrek, for instance -- most servers will boot you if you're not using a 'blessed' binary as determined via an RSA-based challenge. You can create modded clients all you want and unleash them on anything-goes servers; but while it's almost certainly possible to play on a blessed-only server, it'd be a hassle and isn't often done (e.g. rig a program to monitor the socket and redirect the authentication challenges to the 'blessed' binary, and otherwise send the data to the modded client).

      --
      Only the dead have seen the end of war.
    2. Re:What about open source and cheating? by benwb · · Score: 2

      There are traditionally two approaches to implementing a blessed binary. Compiling in a private key, and having the server ask for random bits of the executable hashed together. Either one of these can be hacked without too much difficulty- in the former case you use something like soft-ice to get the keys while they are in memory, and in the latter you keep a copy of the blessed binary around to do the lookups. Probably the best idea would be to do some sort of java or dot net downloaded code where the encryption keys changed on an hourly basis combined with hashing. As long as the time it took to hack the keys and hashing out was > your update cycle you could have cheat free gaming. Of course you need to be on reasonably fat connection in order to download a full game every hour or two...

  43. SP or LAN play by delphin42 · · Score: 1

    My experience in a lot of recent games has gotten me rather jaded on the online gaming experience in general. I find it much more enjoyable just to play the single player versions of most games, or to play with trusted individuals only on a LAN. I wish more games would come with support for a wider variety of networking options.

    --
    -- Adam
  44. i find it funny when by paradesign · · Score: 1
    people buy a new videogame and the cheat guide to go with it. its like their paying for the fun and then paying you to take away the fun. But it takes to long to win with out a guide they say. guess what, the games were designed to take that long.

    on another note, PSO became unbearable to play online once all of the cowards with their game sharks started cheating. they ruined it for me. i seriously hope they do something about that for PSO2.

    ps iddqd
    idkfa
    yeah, now im ready for the last board.

    --
    I want 2D games back.
  45. Counter Strike + winex by Anonymous Coward · · Score: 0

    The new 1.4 version that has CSGuard and HLGuard running says that I'm cheating when I try to play counter strike using winex on linux. I guess it checksums dll and when it fails it spits out that I'm cheating and I get kicked off of servers. Just another pain in the butt carried over from windoze land.. :(

    grrr

    Counter-Strike nick : neddy [TUX]

    1. Re:Counter Strike + winex by wbav · · Score: 1

      You might look below, it's an issue with the opengl32.dll being hacked to run in linux.

      Apparently if you pay for winex 2.1 it has a fix. But that fix is not on the cvs. What we get for being cheap I guess.

      --

      =================
      Unix is very user friendly, it's just picky about who its friends are.
  46. Hey I made a lot of money.... by papasui · · Score: 1

    duping stuff in Diablo2 and selling it on ebay.

  47. Hack Proof Severs? by Anonymous Coward · · Score: 0

    "A presentation for Xbox Live, Microsoft's online service for its game console, stressed hack-proof servers."

    And we all know how hack-proof Micro$oft products are.

    1. Re:Hack Proof Severs? by or_smth · · Score: 1
      As we all know...

      It's all fun and games until someone visits a gopher site.

  48. Slashdot hypocrisy by Anonymous Coward · · Score: 0

    RIAA cracking down on song theft: bad

    TV Network cracking down on Tivo commercial skipping: bad

    Microsoft cracking down on security hole advertisers: bad

    AT&T cracking down on cable theft: bad

    Game developers cracking down on cheating: good

    1. Re:Slashdot hypocrisy by TRACK-YOUR-POSITION · · Score: 3, Insightful
      RIAA cracking down on song theft: bad

      TV Network cracking down on Tivo commercial skipping: bad

      Microsoft cracking down on security hole advertisers: bad

      AT&T cracking down on cable theft: bad

      Game developers cracking down on cheating: good

      To summarize:
      Minority restricting a majority: bad
      Majority protecting itself from minority: good.

    2. Re:Slashdot hypocrisy by eaolson · · Score: 1

      No, more like:

      Enforcing etiquette and responsible behavior in a social situation: good

    3. Re:Slashdot hypocrisy by BrookHarty · · Score: 2

      Only Game Developers are trying to please consumers. The rest beat consumers over the head with the stick.

    4. Re:Slashdot hypocrisy by forkboy · · Score: 2

      The logic of the original post is unbelievably faulty...there is no comparison between corporate bullying and game developers trying to make their game more fun.

      Skipping commercials, pirating music, and stealing cable doesn't hurt or bother anyone but faceless corporations.

      cheating at Quake III or Counterstrike annoy the hell out of everyone else that's playing fair and generally make the game a futile experience.

      Game developers aren't taking people to court for cheating at their games, nor are they threatening to. In some cases, like Everquest or DAoC, they're banning accounts, but that's still a far cry from the ruinous litagations being put out by the likes of the RIAA and MPAA.

      There's just no comparison between these events until the first time a game developer/publisher sues someone for an aim-script hack.

      --
      This message brought to you by the Council of People Who Are Sick of Seeing More People.
    5. Re:Slashdot hypocrisy by Anonymous Coward · · Score: 0

      Perhaps it's not civil rights hypocrisy, its utilitarianism? The greatest good for the greatest number...

  49. Xbox Live should be a closed, secure system by erdna · · Score: 1

    I wonder if people realize that sometimes Microsoft might actually be right - especially with regards to having a closed, "secure" system for Xbox online gaming (aka Xbox Live). Not trying to sound pretentious, but having worked in the online gaming industry for years, I can tell you from first hand that cheats and hacks are the number one issue with gamers - and more importantly, the reason people get turned off of playing online. There are a lot of good people out there, and if everyone was like them I'd be all for having a completely open anonymous system for online gaming on an Xbox. But this isn't the real world. Instead we live in a world where we need people to be accountable for their actions. You can't have accountability without some sort of identification - even if it's just an anonymous number. I'm all for gaming online, even with the Xbox, but I for one am hoping the Xbox *is* serialized, and Microsoft has the ability to lock out users who abuse the network - not by a transportable user ID, but by the system itself. Yes, I'm well aware of Microsoft's track record on security. But that's no excuse for them to not try. AV

    1. Re:Xbox Live should be a closed, secure system by raduga · · Score: 1
      Not trying to sound pretentious, but having worked in the online gaming industry for years, I can tell you from first hand that cheats and hacks are the number one issue with gamers - and more importantly, the reason people get turned off of playing online.

      Not pretentious necessarily, but you're still wrong.

      The number one issue that I have with many of the up-and-coming multiplayer and massive-multiplayer net games (and I doubt I'm alone) is monthly access charges for playing. This is where (literally) the money is, and where its heading, and I have no doubt the gaming companies are eager to transition from the market of selling products, to that of selling services. Cheaters, loser, hackers, trolls and powergamers are all annoying; but when they start costing me *money* as well as simply the lost time spent, the game is swiftly losing what limited appeal it had to begin with. Fortunately, not all online gaming is pay-for-play, and some will likely stay "free" after the sunk cost of the box+CD but the ongoing trends are disturbing, and frankly, leaving me a bit less than gruntled.

      (of course, I still play multiplayer M.U.L.E. so ymmv)

      --
      First, nothing begins if not opening
    2. Re:Xbox Live should be a closed, secure system by Anonymous Coward · · Score: 0

      As a CS player, the amount of asshole whiners and server admins accusing me of cheating vastly outnumber the amount of cheaters I've seen online.

  50. It's not just the server but also the data packets by AHumbleOpinion · · Score: 2

    It's not just the security of the servers but also the data packets. Authenticating packets as having come from the game itself not some hacking tool for example. Authenticating users is also troublesome, near-positive ID is needed to enforce policies. Relying on IP numbers and cd keys is insufficient. This topic is far more complicated than the article suggests.

  51. Attack troll with rusty knife? by Anonymous Coward · · Score: 0

    Ouch! You slashdot editors are evil bastards! I don't wan't to end up like this!

  52. Dongle? Huh? by Sendy · · Score: 2, Insightful

    And what about cracking the dongle? Like that hasn't happened before? Just store the maps on your computer.

    You can't stop someone with tampering software on his own (or her own) computer.

    Just, basically, dongles suck.

    --
    GNU guru and mainframe hacker
  53. Technology backed social fixes by ChaosDiscordSimple · · Score: 5, Interesting

    Games with huge numbers of people like EverQuest will suffer from a certain number of bad apples, just like the real world. They're ultimately going to need to rely on policing, technology can't solve everything.

    Fortunately, many games don't have huge numbers of players. Quake games peak at a few dozen. Even as small scale games grow, there are practical limits that will keep size down.

    There is a partial solution I haven't seen implemented yet: trust networks. To play, you generate a public key and share it with all of the other players. As you play, you mark other players as being friends. (You can also blacklist them, but it's easy for the other person to create a new identity, so it's only a very small part of the solution.) When you mark another player as a friend, your client provides them with a signature proving that you marked them as such. Then based on these networks of trust you can make judgements about who to play with. When you create a game, you might limit it to "my friends, my friends' friends, and 3rd generation friends if they have at least three references from 2nd generation friends." Maybe you leave a spot or two open for anyone to hop in on as a way to make new friends (and if they're a punk, you and your friends can blacklist him quickly).

    This will make it harder for truely new people to make initial friends. Many gamers will know at least a few real-life friends who can give them a hand up. For the rest, they'll regrettably have to spend some time learning who they can trust. It's a shame, but it's just like real-life.

    There are few details I'm admittedly handwaving (key revokation, special case exceptions), but they're all solvable problems. I'd really like to see a system like them when I play Quake, Half-Life, Diablo II, or Dungeon Siege online.

    1. Re:Technology backed social fixes by Wanker · · Score: 2

      I would like to see something like this in place as well. Even cryptography aside, a simple network of friends, friends' friends, friends' friends' friends, etc. would be very helpful.

      In EverQuest one of the biggest problems is finding people to play with. A significant amount of time in each playing session is taken up by "looking for a group". Having a ready list of people who are probably compatible players would help a lot.

      Surprisingly, Verant has been resisting enhancements to the EverQuest friends system. Apparently searching for lots of people at once is hard on their servers.

    2. Re:Technology backed social fixes by PD · · Score: 2

      I really like this idea. I think that it would work for other systems where cheating is a problem, such as e-mail and Usenet. Basically, someone we trust - let's say GW Bush (haha) - is the top level authority. Every mail or message needs to be signed by someone from that authority, or by someone in the trust network. Someone who spams will have their certificate revoked. Someone who signs too many spammer's certificates will have their signature revoked.

      And that's it. The only problem is that anonynimity would go right out the window.

    3. Re:Technology backed social fixes by PD · · Score: 3, Funny

      In EverQuest one of the biggest problems is finding people to play with

      When I played D&D I would just walk into the nearest town, find a place called "Red Dragon Inn", and order a beer. It was never too long before the rest of the adventure team showed up.

    4. Re:Technology backed social fixes by rlangis · · Score: 1

      Games with huge numbers of people like EverQuest will suffer from a certain number of bad apples, just like the real world. They're ultimately going to need to rely on policing, technology can't solve everything.


      I've seen this in EQ. And you know what those bad apples did? They created an entire guild of ASSHOLES. On our server, there were actually TWO guilds like this. At least...before I quit. From what I've heard though, more and more of the people in the game are just playing to F with people. After 3 years, EQ just isn't fun anymore, so the only enjoyment for those who have 3+ 55-60 characters is to ruin others' fun.

      There will ALWAYS be people who live off the pain of others. It happens in RL, and it happens online. There's very little you can do about it, unless you hire a 'police force' like we have here in RL. And even then, who says the bad people will straighten out?

      --
      GIR: I'm going to sing the Doom song now. Doom doom doom doom doom doom de-doom doom doom doom doom doom doom...
    5. Re:Technology backed social fixes by Dunkirk · · Score: 1

      Yes, but there's funadamental social problem that is completely avoided by seeing your mates in person: that anonymity breeds irresposibility. When you play across the table from someone, there's much less likelyhood that you will kill their character for fun or spite, because that person might come across that very table after you - for REAL! That's what's broken, and a cryptographic system of trust might indeed be a way of putting trust and responsibility for one's actions back into online gaming.

      --
      Acts 17:28, "For in Him we live, and move, and have our being."
  54. Or, they'll just do what Sonic Team did to US PSO: by windex · · Score: 1

    "Hello, thank you americans for buying our game. We do not feel like fixing the problem for anyone but our much respected japaneese players who we actually care about. Please continue to pay us for PSO v.2 so it will fix the cheating untill someone works arround it! hehe! stupid americans.. oh, what? it's still recording?"

    Phantasy Star Online (Dreamcast) was a bust due to people cheating out of boredom who went mostly unpunished because the facilities to stop them were only implimented for Japaneese servers. When they did make it to the US servers, they were almost instantly defeated and still major steps behind the Japaneese counterparts.

    Lots of people seem to think this was NOT how it was, but Sonic Team had NO INTENTION of making things easy on US players, all the way down to only accepting payment methods popular for Japan and not any other countries (No debit cards, for example), do I even need to mention the price for access in PSO v.2 was 2000¥ (up to $15 USD) for 3 months, sure, they sell the game in Europe and the United States, but the prices are only in Yen and not given an exact ammount for exchange rates. I think I was charged $14.63 and then $3 by my credit card company for doing the conversion. UGH.

    So, new PSO players for other platforms, beware: Sonic Team has no idea how to write secure Client/Server enviroments.

  55. I don't get it by Anonymous Coward · · Score: 0

    Surely good design can defeat cheating? I know Bungie's Myth series was cheat resistant after a couple of patches.

  56. Now /that's/ a mature attitude! by devphil · · Score: 5, Funny


    From the article (ya know, that thing you should read before commenting on its contents):

    "We have a very straightforward attitude to cheating: We see it; you're gone," Jacobs said. "I will happily sacrifice a small portion of my paying customers to ensure the rest of them have a quality experience."

    Kick. Ass. I know nothing about this company or their games, but I like them already.

    --
    You cannot apply a technological solution to a sociological problem. (Edwards' Law)
    1. Re:Now /that's/ a mature attitude! by Anonymous Coward · · Score: 0

      too bad it's not true. there's plenty of cheating goin on, and lots of slaps on the wrist. There's also legitimate players being banned because someone has an axe to grind with them and repeatedly accuses them of cheating.. Oh well.

    2. Re:Now /that's/ a mature attitude! by mav[LAG] · · Score: 2

      Your .sig and your comment are beautifully in sync :)

      --
      --- Hot Shot City is particularly good.
    3. Re:Now /that's/ a mature attitude! by BlowCat · · Score: 1, Troll

      Disney World also sacrifices some of its paying customers to ensure the rest of them have a quality experience. And so does SixFlags.

    4. Re:Now /that's/ a mature attitude! by Anonymous Coward · · Score: 0

      This ought to be Score:5 Funny.

  57. The tables are turned by SkyLeach · · Score: 3, Insightful

    Cheaters do have a right to ceat, on their own servers.

    What pisses us all off isn't so much cheaters, as it is deceptive cheaters that try to take advantage or ruin other peoples' fun. Ceating is easy in almost all games where there is any client software at all. I would oppose any game that tried to prevent my use of my computer just like I oppose any os or application that tries to monkey with my computer.

    This problem is very difficult to solve because all a player needs to do is outsmart dumb software. That's pretty easy. Everybody knows when someone is using a headshot bot in counterstrike, but it's a little tougher to notice cheaters who pay attention to who is watching and how obvious they are being. I quit playing CS because of cheaters.

    Blizzard beat most of the maphack/exploits on StarCraft just by continually patching the software. I think CS and Half-Life should take a hint. Modify the code so that people can't exploit it... often. It's tedious to stack traces for exploitable code, and if the code changes frequently then it becomes very very tedious.

    --
    My $0.02 will always be worth more than your â0.02, so :-p
  58. Which Is Only Half Of It by EXTomar · · Score: 5, Insightful

    Because nothing guarentees the data getting to their carefully guarded servers is valid if their communication protocol is weak.

    Aim cheats have nothing to do with server stored data. It all has to do with the fact the classic protocols requires all players in the field to tell all other players in the field their positions in the field. If you can snoop the positions of people then you can calculate an accurate "from the hip" shot with merciless robotic accuracy. If an aim cheat isn't possible, then you can just snoop the data and realize where the other players are hiding and their positing.

    The way to beat cheaters is to apply tried and true security practices. Don't trust that the machine on the other end of the connection is really a client(so don't feed it any extra data beyond what it should need to know to function). Don't blindly accept any data coming back from supposed clients(does the client really have "permission" do what it is telling the server to do?).

    Protecting the data is a good thing but just like server farms just locking the machines behind a door isn't enough. You have to secure the lines of transmition as well.

    1. Re:Which Is Only Half Of It by brogdon · · Score: 3, Insightful

      I would think, if Microsoft is truly serious about the level of cheating on XBox Live, they'd use an even more basic and time-tested security measure - people. If all the games take place on their servers, this is easy to do (and I'm sure they've already planned for it).

      Imagine how hard it would be for someone to use an aiming cheat or bot in UT if there was a small program that monitored all the scores on a group of servers for cheating. If this program detected someone scoring way out of the norm, an employee of the network could observe the game, see if the guy was really cheating, and then boot him and suspend or cancel his account.

      That's just one example, of course, and other cheats may be harder to track (like the one you mentioned about simply knowing where the other players are). I imagine, however, that MS intends to throw a lot of money (and therefore manpower) into this newest of markets. And if they can make cheaters have to deal with a very serious chance of getting their accounts cancelled through good use of human monitoring, I think they'll win the battle.

      --


      This tagline is umop apisdn.
    2. Re:Which Is Only Half Of It by Daetrin · · Score: 3, Informative
      The way to beat cheaters is to apply tried and true security practices. Don't trust that the machine on the other end of the connection is really a client(so don't feed it any extra data beyond what it should need to know to function). Don't blindly accept any data coming back from supposed clients(does the client really have "permission" do what it is telling the server to do?).

      This isn't always possible, depending on what type of game it is. The other systems need to know certain information, especially if there is any kind of synchronization going on.

      Synchronization is in many ways a good thing, because since each computer does its own calculations individually it really limits what kinds of cheats can be run. You can't make a cheat that boosts your stats becuase your stats will remain normal on my machine, and a desynch will occur the next time your stats effect gameplay.

      However in order for synchronization to work just about all data needs to be shared, which makes the data hacks mentioned above possible.

      On an RTS i was working on recently it was my job to eliminate the map cheat, whereby the user made the entire map visible, giving them a huge advantage. I did this by having each system report the state of its map to the other players and synchornizing that value. It was still possible to cheat and clear the map, but doing so imemdiatly caused you to be booted from the game.

      Although peer to peer is more computationally expensive than client-server models, it does make it easier to control many kinds of cheating.

      And on a side note, given some of the other discusions i've seen on this topic, i thought i would mention that both the producers and i agreed that no cheat detection should be used in single player mode. What do we care what you do with the game on your own time? If cheating is the way you enjoy it most, fine with us. When it becomes our problem is when you try to cheat against others online, and ruin _their_ experience, which they have a right to.

      --
      This Space Intentionally Left Blank
    3. Re:Which Is Only Half Of It by Erotomek · · Score: 1

      Because nothing guarentees the data getting to their carefully guarded servers is valid if their communication protocol is weak.

      What I would love to see is the Atlas protocol from The WorldForge Project being used by big online games vendors. Atlas-C++ library (the C++ implementation of the Atlas protocol) is licensed under The GNU Lesser General Public License.

      Here's the Atlas Mission Statement:

      Atlas provides a standardized system for conducting networked communications between clients, servers, database apps, and other such tools and utilities, specifically for communications necessary to establish and interact in computerized multiplayer roleplaying games, realtime strategy games and other online virtual environment simulations.

      It would be nice if Atlas was being used (and developed) by many different games as a lingua franca of online gaming. With the LGPL there's no reason not to use Atlas-C++ in proprietary products. Also I think many commercial games vendors could learn a lot from the WorldForge people (like never trusting the client, etc. — see: The Engineering Section of Worldforge).

      --

      Krótko: kady Erotomek
      W pimiennictwie ma swój domek.

    4. Re:Which Is Only Half Of It by Caine · · Score: 1
      On an RTS i was working on recently it was my job to eliminate the map cheat, whereby the user made the entire map visible, giving them a huge advantage. I did this by having each system report the state of its map to the other players and synchornizing that value. It was still possible to cheat and clear the map, but doing so imemdiatly caused you to be booted from the game.

      What prevents a hacked client from reporting one thing, and displaying another thing to the user? As always, you can't trust anything coming from a client.

    5. Re:Which Is Only Half Of It by WNight · · Score: 2

      The problem with your fix is that someone can hack the game to always keep two copies of the visibility data. One it uses to report to other gamers, the other it uses for actually displaying.

      It's pretty simple. It's like the workarounds for PB, that simply point it to an unhacked DLL while using another one.

  59. Good Servers by dr_l0v3 · · Score: 0

    Trolls and cheaters get a hard time on servers where there is a community of people who regularly get together. The best CS servers I have been on haven't relied on technology to keep the game clean -- a decent admin with the power to bitchslap is just fine.

  60. Asherons Call wasnt mentioned. by Anonymous Coward · · Score: 0

    For obvious reasons. This game is FILLED with hacked, crackers, cheaters and game exploiters. Why? Because the game makers (Turbine) doesnt control the servers. Microsoft does because they run The Zone, which is what Asherons Call runs on.

    I play on Darktide, the Player vs Player only server. I cant tell you how many people will cheat or use third party programs to gain a huge advantage in PvP combat. Even if it takes all the fun in killing someone, perhaps a trick that instantly kills people with a click of the mouse, they'll do it!

    Last November the server was hit with a major duping bug. Items, be them common or extremely rare were duped. People made thousands on Ebay selling them! Turbine and MS banned quite alot of people. Some were unjustly banned, and got thier account back, but some people (people who openly admitted to cheating) get thier accounts back too!

    It goes even further, when the in game monarchies advertise on fan sites to join their clan based on thier hacking and cheating abilities.

    This is a real ad banner take from Crossroads of Dereth (cod.xrgaming.net)

    http://www.theblackrose.org/Shoei/Junk/gothax[1] .j pg

    They dont even try to hide it because they know Turbine and MS wont do a damm thing to prevent it. Yeah sure if the exploit is severe, they will hotfix it in a few days, but for most exploits, they can exist for months on end. The speedhack used in Half Life became incredibly annoying in Asherson Call, even though it wasnt designed for AC. Players were able to run up to others, kill them in seconds, then zip on off into the sunset before anyone could see what happend. And it caused so much lag, that even if you did know what was going on, not much you could do about it.

    This is the main reason why I will NOT be playing Asherons Call 2. I just dont have any faith in Turbine or Microsoft in their abilities to enforce the rules they set. Got a name like "Cupid Stunt", you'll get your character deleted! Dupe a few set of ULTRA Rare, no drop, armor, sell it on ebay for 10,000$ and get banned for a month.

  61. can't have everything by yawnmoth · · Score: 1
    the only people whom i think have a right to hack are the true hackers. they can keep it for themselves, and beat the game, or release it, and gain the "prestigue" from the underground community for it. if they release it, and the script kiddies get a hold of it, then a work around will be made such that the hack doesn't work. simple as that. you can't have both, and script kiddies sure can't get something for nothing, 'cause abusing the hack sure does cost them something.

    Game companies are looking to subscription fees from online players as a major source of recurring revenue in the near future, with leading games publisher Electronic Arts predicting that 400,000 subscribers will be paying about $15 a month for "The Sims Online" by the end of its current fiscal year.

    i would sure hate to loose battle.net. the freedom of battle.net is the reason games like StarCraft and Diablo have lasted as long as they have! I mean, sure, it may cost money to run the servers, and all, but they could get more sales of the actual product if you didn't have to pay, and if people just stopped playing, they could release *gasp* a new version!

  62. Doesn't solve the problem. by Steveftoth · · Score: 3, Insightful

    Still doesn't solve the problem. Even if you have a dongle, then you write some code that sits inbetween the dongle and the network that injects cheated packets and info to the server or lets you see more, etc...
    (as a side note, all usb devices use more cpu then they should)
    You will always be able to reverse engineer the protocol, it will just take more and more effort to do so..
    Could encrypt the network packets as you send them, but someone can still patch the binary of the game to inject bad data into them.
    Could encrypt the instruction code for the network play, until a valid key is obtained from a server, but then it has to be decrypted sometime, probably ahead of time to be good. Maybe if they implemented a hardware feature where you could give the processor an encryption key, and sent it an encrypted instruction stream, it would decrypt it on the fly. That would be hard to decrypt, unless the attacker were to get ahold of the key, then they could decrypt it.

    Any way you look at it, someone, somewhere will be able to figure out a way around it. Social solutions are a much better way to solve the problems of cheating.

  63. MOHAA trolls by swb · · Score: 3, Interesting

    I play a lot of online MOHAA and trolls are as much of a problem as cheaters.

    One of the most realistic ways to play MOHAA is with friendly fire on -- you have to know where you're chucking grenades and so on. However, it's nearly impossible because trolls will kill most of the team right at the spawn point. Some trolls block tight passageways or just play obnoxiously. In a full 8-user server, two trolls on one team can shift the balance of power so far its just not any fun.

    Then there are cheat trolls that combine cheats with trolling behavior (noclipping under the road and killing people, for example) to be seriously obnoxious.

    I don't know how you combat this, really. I think the best way would be enabling a kickban command that would kick a user from the server and then ban their IP, username, or both for a specified period of time. Banning IP blocks might be an option as well.

    I know, I know, NAT, DHCP pools, etc etc will lessen the effectiveness of such techniques, but if you make it just annoying enough to troll people might stop and go back to making prank phonecalls or whatever they did before they messed with games.

    1. Re:MOHAA trolls by Phanatic1a · · Score: 2

      I don't know how you combat this, really.

      I've seen several different ways to handle this on various FF CS servers.

      One way is if you kill a teammate, you insta-die at the start of the next round. Another way is if you kill more than X teammates, you get kicked, or kbanned for a period of time. Another way is mirror-damage, where if you inflict 25 points of damage on a teammate, your health is reduced by 25 points.

      FF CS servers that use none of these methods are unplayable because of TKers. But any one of them generally keeps things under control, unless you get a very determined asshole. Then it's simple matter for the rest of your team to take turns fragging him at the start of each round.

    2. Re:MOHAA trolls by clifton_ · · Score: 0

      Just incase you didn't know, multiplayer Return to Castle Wolfentstein allows voting (probably other multiplayer games, too, but I haven't been keeping up with them lately due to crappy analog dialup connection at home). Usually, if a player is trolling, all someone has to do is initiate a vote, and if the majority agrees, that person is kicked/banned. Quite effective, IMHO.

    3. Re:MOHAA trolls by tg_schlacht · · Score: 1

      One way is if you kill a teammate, you insta-die at the start of the next round.

      Been a while since I played any CS but I think that is pretty much standard. I remember there was a "forgive tk" that got added in at some point so if someone accidentally killed you, you could let it slide.

    4. Re:MOHAA trolls by ZeiramMR · · Score: 1


      I was reading the news section of Penny Arcade this morning, and they were talking about America's Army. Slashdot's mentioned it a few times recently; FPS released for free by the American military. They're doing something interesting to handle team-killers. If a player breaks "rules of engagement" enough times, then your character "goes to jail" and you can't play on the server for a period of time. Check it out here, it's towards the bottom of the page. Sounds like a cool solution to me.

    5. Re:MOHAA trolls by Sloppy · · Score: 1

      I think it's kinda sad that "troll" has some to be merely a synonym for "asshole." There was a time when it meant so much more. :(

      --
      As copyright owner of this comment, I authorize everyone to defeat any technological measure which limits access to it.
  64. America's Army by thelinuxking · · Score: 1

    There is an extreme case of a corporation trying to prevent cheating On that game that the US Army is developing, "America's Army" http://www.americasarmy.com , if you shoot a team mate, even if its only once, you get banned from the server immediately. This was in an interview which was posted on CNET a month ago or so.

    1. Re:America's Army by jsonic · · Score: 1
      Look at the top of the comments page for a story. See where you can change the viewing threshold (-1,1,2,3...) and the nested/flat comment display options? Just the right of that area is a button labeled "reply". This button is the answer to all your problems.

      I have the odd feeling that I'm being trolled in some way...

    2. Re:America's Army by gulped · · Score: 1

      Where's the "post comment" button?

      Right under the main story but above The Fine Print, the "Reply" button on the right...

    3. Re:America's Army by Anonymous Coward · · Score: 0

      Use the reply button on right.

    4. Re:America's Army by Alsee · · Score: 2

      Army's promotional game, it's probably got one of the strictist anti-cheating things I've herd of. If you shoot too many civillians or ANY of your teammates, you're given a time-out, and if you do it a few times in a row, you're banned. Automatically.

      I don't know anything about "anti-cheating" features in the Army games, but the examples you gave - shooting civilians and teammates - may be "undesirable behavior", but it has nothing to do with cheating.

      -

      --
      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
    5. Re:America's Army by Anonymous Coward · · Score: 0

      That's retarted. The entire POINT of being able to shoot somebody on your own team is to punish the team for not being careful.

      If you are not communicating, you may well shoot out of reflex when a team-mate comes arount the corner. So you deserve to not be able to play the game you bought?

    6. Re:America's Army by Anonymous Coward · · Score: 0

      That's not an anti-cheating / anti-troll feature. It's just realism.
      If you kill team-mates, you get Rules of Engagement points. Same if you shoot civilians or surrendering hostiles.
      Get too many points, and the screen fades to black, then you find yourself in a (virtual) jail, banned from the servers from a certain period of time.

    7. Re:America's Army by Anonymous Coward · · Score: 0

      If you shoot too many civillians or ANY of your teammates, you're given a time-out, and if you do it a few times in a row, you're banned. Automatically.

      Where is "America's Army!? NOT bloody realistic!" from some English guy remembering the Gulf war and friendly fire? :-)

    8. Re:America's Army by TonyZahn · · Score: 1

      D'OH!

      --
      - sig? who is this sig of which you speak?
  65. Excellent article from gamasutra about this by ajm · · Score: 3, Informative

    Best introduction to the subject I've seen. Has things for everyone to think about and this was two years ago. I think games coming out now will have at least all these cheat prevention measures in them.

  66. America's Army by TonyZahn · · Score: 2, Interesting

    From what I've read about the Army's promotional game, it's probably got one of the strictist anti-cheating things I've herd of. If you shoot too many civillians or ANY of your teammates, you're given a time-out, and if you do it a few times in a row, you're banned. Automatically.

    As an aside, and I really hate to ask this, I still haven't figured out how to post a root-level comment. I mean, even the First Post-ers and gotse lamers can figure it out, but I'm stumped. Where's the "post comment" button?

    --
    - sig? who is this sig of which you speak?
  67. The author needs to check their facts by Corby911 · · Score: 5, Informative
    In multi-player action games such as "Quake III" and "Half-Life," hackers will try to tap into the servers running online games to execute cheats that let them see through walls or automatically aim weapons.
    Most, if not all of the cheats for Half-life and Quake III are client-side or proxy cheats.

    Proxy cheats require 2 computers: the one you game on and a proxy that you connect to the server through. The proxy keeps track of what's going on in the game by analyzing the packets that get sent through it. It then makes adjustments (ie aiming corrections) to the packets as they are sent out to the server. This in no way involves breaking into the server.

    The common transparency cheats are to a) replace the textures used on the walls with translucent/transparent ones or b) hack your video card's drivers. Neither of those affects the server in any way.

    There's a multitude more of these types of cheats. I know because I used to run a decent Half-life and Counterstrike server. I got so depressed at the prevalence of cheating (and cheating accusations), I shut down the server and very rarely play any online games.
    --
    Monday is a horrible way to spend 1/7 of your life.
    1. Re:The author needs to check their facts by Numeric · · Score: 2, Interesting

      "There's a multitude more of these types of cheats. I know because I used to run a decent Half-life and Counterstrike server. I got so depressed at the prevalence of cheating (and cheating accusations), I shut down the server and very rarely play any online games."

      I use to run a CS server as well and after seeing so many cheaters playing, I figure let everyone cheat. The server name was "My Cheat is Better than Your Cheat".

      The better CS players w/ cheats usually kicked ass against than the no-skillz players who relied of cheats to make them better. The server was much like the movie Battle Royale, no rules last person standing won.

      Since CS 1.4 has been released, I haven't seen any cheating yet but a lot of people accuse people of cheating. Oh well that's life.

      --
      -- ladies and gentlemen we are floating in space!
    2. Re:The author needs to check their facts by Soul-Burn666 · · Score: 1

      There's already a known server doing that.. It's called Myg0t.

      But don't forget... when everyone's cheating, it's not as easy as you might think.

      --
      ^_^
    3. Re:The author needs to check their facts by Soul-Burn666 · · Score: 1

      Actually.. A proxy computer is not needed.

      There are hacks that are loaded thru the OpenGL driver and some that are hacked DLLs.

      Cheating nowadays is very easy. Simply download a decent hack and recompile it so it's undetected by the server (that checks for binary water marks).

      --
      ^_^
  68. Blizzard by rhadamanthus · · Score: 2
    I always appreciated blizzard's solution to this problem. On the realm battle.net servers, the information is kept by blizzards servers, there is no "file" you can manipulate on your machine. (At least for Diablo 2). It is consequently very hard to "hack" in the realms. However, if you desire to cheat or hack the open battle.net servers are there to use in whatever way you want. IMHO, they don't appear to mind people hex-editing their charachter files as long as they are kept away from the people who want to play legit.

    The other option (which I use) is to play on closed TCP-IP sessions. Online play for the most part sucks. If the cheating diminishes, the lag exponentially increases (even on my DSL line). Kind of a nasty catch-22.

    The simple solution is to sell their damn server code and to stop harassing the open bnet project. However, that would screw them when they (inevitibly) move to a subscription system. Which will suck.

    ----rhad

    --
    Slashdot needs to interview Natalie Portman.
  69. Re:Can anyone help me out? by Anonymous Coward · · Score: 0

    Yeah no problem. Just click one of the links in the parent post, and that should provide you with the information you are looking for.

  70. Player Respect by 23_Elders · · Score: 2, Interesting

    Most of the servers I play on generally give a lot of respect to the good players. I think one thing that helps are programs that display player statistics, like Psychostats for C-S. This program collects 2 weeks of playing info on certain players which you can access via the web... it is an awesome system. Not only can you check out how you rank, but you get a sense of how other players perform. If I see someone on there with a 37:1 k:d record, obviously I am going to watch that person for cheating. You can also see the patterns that makes a player good vs. a cheater. Frankly I am surprised no one writes a statistics analysis program for these sorts of things... there must be certain player stats that spike or behave differently for certain kinds of cheating.

    1. Re:Player Respect by Anonymous Coward · · Score: 0

      Ranking systems encourage cheating. The motivation is obvious. But they don't help against cheating, not even by flagging the few "unhumanly" good players. I've been watched for whole games and was still called a cheater by in-eye observers. And on the other hand I've also seen a bot in action (in a lan testing environment) which added enough random misses and inaccuracies to get away with it. If you can't use obvious cheats because experienced players will detect that you're not playing by the rules, most people will stop eventually. But give them an incentive like a ranking system and they'll continue to ruin everybody else's gaming experience.

    2. Re:Player Respect by GryMor · · Score: 1

      They do write analysis systems, and both me and my brother trigger them all the time. I'm not a very good player usually, I'm lucky if I can stay even. But sometimes I just zone out and solo two or three rounds in a row and get kicked. He's good all the time, he knows the levels well enough that he snipes hiding places pretty much at random, killing people he not only couldn't know about but did not in fact know about. He pretty much can't play on any server he isn't admin on anymore.

      --
      Realities just a bunch of bits.
  71. Accusations by Winterblink · · Score: 3, Interesting
    One issue I have with the whole cheating thing is the accusations. I play Counter-strike still and I've never used a hack or a cheat at all. Occasionally I get on a streak or something and end up massacring people. All of a sudden the accusations come flying in about me cheating. One server I got banned from when this happened, and I never did a thing.

    The moral of the story? Cheating not only hurts the newbies who want to get into some online games, but also hurts those of us who play often and occasionally show a glimmer of skill.

    --
    "I'm a leaf on the wind. Watch how I soar."
    -Hoban Washburn
    1. Re:Accusations by Peyna · · Score: 2

      Yes, I too am not the greatest player on earth but have been accused a fair number of times. Once I got a permanent ban from a server just because I got lucky and got a knife kill directly followed by a headshot to a guy across the room.

      I bet that for every accusation I see probably 10% of them are true, and even fewer have concrete proof of it. I wonder if anyone has been wrongly blacklisted? There's quite some large blacklists out there that are maintained and many servers make use of them. This is probably a real problem with hijacked wonids.

      --
      What?
    2. Re:Accusations by Winterblink · · Score: 1

      Yeah really. Although some people are cheating and make no attempt to hide it. Saw one guy once play for a while and he got NOTHING but headshots. That one was pretty obvious (aimbot).

      --
      "I'm a leaf on the wind. Watch how I soar."
      -Hoban Washburn
    3. Re:Accusations by Peyna · · Score: 2

      There's a group known as myg0t that does this. They're well known propagators of cheats and other such crap. I've ran into a few before, they just seem to like to cheat in order to piss people off, and that's it. I would guess there are more people that cheat for that reason than to actually make people think they are better than they are. They're basically the trolls of Counter-Strike.

      --
      What?
    4. Re:Accusations by tg_schlacht · · Score: 1

      Back when the Colt still had a scope on it I was able to make repeated headshots if I had the luxury of enough distance and the time to take aim. Otherwise they got shot wherever the pray-and-spray tactic dictated.

  72. How can they do that??? by Anonymous Coward · · Score: 3, Funny

    How can Microsoft turn its back on cheating? I mean, cheating, lying and stealing, that's how they got where they are today!

    Please, Microsoft, give us the freedom to innova... I mean, cheat!

    Monty Burns put it best, "Cheating is a gift Man gives himself!"

  73. PKI? by eddy · · Score: 5, Interesting

    I agree. Playing with people you know is probably much more fun too.

    The only other solution I see is a -- and you've heard me say this before -- a web of trust. Integrate game-matching / chat and a PKI. Players will sign the keys (this can be abstracted in the GUI of course to make it simple) of players they trust and enjoy playing with.

    Then it is up to the players, some may risk it and play with anyone, others might only play with close friends, and the majority might opt for the middle ground and play with any player within some distance of the web of trust.

    You could do a lot of things with this. A client could chose to play any other client based on the number of signatures and their age (trusting it even if there is no path to it), etc.

    --
    Belief is the currency of delusion.
    1. Re:PKI? by grammar+fascist · · Score: 3, Insightful

      With a solution like this, I see a lot of the "good" players being quite some distance from most webs. I've been accused of cheating quite a few times online, just from being able to aim well and having a few games in a row "in the groove."

      --
      I got my Linux laptop at System76.
    2. Re:PKI? by eddy · · Score: 2, Interesting

      Yeah, I don't think there is a fool-proof solution, but unless we want to degrade computers into dumb terminals, this is mostly a social problem, but one which technology can help with.

      Let's say there are positive and negative signatures; someone who signs you as being a cheater when you are not, might well be a person who only signs a lot of negatives. Such persons could be avoided ("[x] Ignore negative signatures by players with >50% negative sigs."), and smart players (with the use of a good interface) would have a chance of spotting this kind of pest by looking over his history.

      Other than that, look for people who only go by positive signatures. I see both cons and pros with allowing negative sigs in the system, but I lean toward choice. Just because the negatives are there doesn't mean you'll have to use or trust them.

      The 'problem' with this model is that it wouldn't be possible to sign up and instantly get access to a lot of highly trusted players _if you don't know even a single other player_. It would have to take some time to build a reputation from zero.

      --
      Belief is the currency of delusion.
    3. Re:PKI? by CantGetAUserName · · Score: 1

      One I saw working in a MUD (not sure how well it'd work in Counterstrike) was a Dragon. the Dragon was the admin character, in possession of powers far greater than any normal character could ever hope to achieve. You misbehaved and the dragon came and kicked your arse. They had a special section where no spells worked and offenders would be sentenced to this area for set amount of time or just banned (though AOLers made that difficult)

      Though, I suppose, a problem with CS is that everybody would try and be the admin character. The MUD admin I knew never had that problem, but that could be because he didn't have any persistent crackers after his MUD

      --
      Semper en excreta sumus solum profundum
    4. Re:PKI? by AndyChrist · · Score: 1

      "web of trust" won't work, except in an environment where trustworthy players are rare (Like Diablo). A Web of Mistrust is what is needed.

  74. Been a problem for a while by hoowee · · Score: 1

    I remember reading an article a while back about online game cheating. Seems like things haven't changed all that much in a couple years...

    --

    Comic Book Guy: "There is no Groening in my store."
  75. It isn't just the cheaters... by bafu · · Score: 2

    Cheaters and trolls are making it harder for casual users and newbies to get hooked on the on-line versions of games.

    If they got rid of cheaters, they'd just be losing an excuse. Hell, I've been accused of cheating when I'm having an "on" night, and I suck. In the end, a player that is playing far over the head of the others on the server can suck the fun out of the game as effectively as one that's cheating. If they are really concerned with playability they'll probably need to come up with some sort of skill rating, as well, so that games will be competitive. That and a killfile ability so you can avoid some of the crap that gets posted to chat by some, without missing the say's from other folks. Actually, a filter that translated variations of "ur momma" to "my momma" would at least make it more entertaining...

    1. Re:It isn't just the cheaters... by jheinen · · Score: 2

      Er, um, If they outlaw cheats, then only outlaws will have cheats!

      Yeah, that's the ticket.

      -Jeff

      --
      -Vercingetorix
      "Necessitas non habet legem." -St. Augustine
  76. Stopping cheating is not possible by BOSSDactyl · · Score: 1
    I play a lot of online Unreal Tournament, and I occasionally see obvious cheaters. The only way to be sure you're not playing cheaters is to play matches at LAN parties and at gaming conventions. Why? Because people can cheat without requiring any cheat code on the gaming machine.

    Consider a game like Unreal Tournament, Quake III, or Counterstrike.

    Hook up a camera that only responds to the color of whatever you want to kill, connect it to the fire button, and point it at the cross-hairs.

    This low-tech triggerbot will not be detected by any CSHP or UTPure, or PunkBuster, or whatever... and good players won't have any behavior patterns to look for (aimbot cheaters typically behave wrong... always pointing at the nearest person, for example).

  77. Re:Can anyone help me out? by Anonymous Coward · · Score: 0

    Please don't feed the trolls..........

  78. One Idea by quantaman · · Score: 2

    I don't know about the viability of this but allow the central server to snoop in on the data sent to players, if the client isn't responding correctly given the inputs (ie server registers hit but the client doesn't) you know that client is cheating and you can block their IP. The only thing I wonder is how to ensure that only the central server can access the incoming data. Any ideas?

    --
    I stole this Sig
  79. Would this work? by Anonymous Coward · · Score: 1, Interesting

    *IF* we can detect cheaters (either by voting, or by server checks, or whatever), then I had an interesting idea occur to me recently.

    If we detect a cheater, let them continue to play, but give the server smarts enough to 'funnel' that player quietly into troll-land. It'll look similar to the real world, but only cheaters are in it. The trolls/cheaters would never know the difference.

    That way they can continue to play, but we also keep the 'real' gaming area free of them, letting the regular players enjoy themselves.

    What can be really interesting is that a portal could be built into the world so that regular players could, if they really wanted to, go to troll-land to fight the cheaters, or rescue anyone who got wrongfully thrown in.

    Food for thought...

    1. Re:Would this work? by PMadavi · · Score: 1

      I think that's an excellent idea. Cheaters are only a nuissance when they're bothering newbies and non-cheaters. Diablo II at Battle.net is a big example. I never play net games because of all the character editing and when hacking that goes on. If all the cheaters could be sent to an alternative battle.net server, they could deal with each other, have their fun, and not bother anyone. I

      --

      --What, you ain't know about them country fried sessions?

  80. DMCA by Sludge · · Score: 2

    Here's an interesting one. What if one of the developers nailed a cheater, or the creator of a cheat who distributed it across the net for clearly malicious purposes with a DMCA violation?

    1. Re:DMCA by BrookHarty · · Score: 2

      You mean like bnet?

      DMCA is evil, it will never be used for the common good.

  81. HSX Cheaters by jamesmartinluther · · Score: 4, Informative
    This article is right on, especially with regard to tapping your game players for help in regulating and busting cheaters.

    At the Hollywood Stock Exchange simulated stock market, there have been problems with cheaters for many years. HSX cheaters - called "manipulators" and "shills" - use information tactics and coordinated buying and selling patterns to dishonestly make HSX dollars.

    Internally we have an "SEC", which consists of individuals who seek out cheating patterns in the trading data. We also get suggestions from players as to who may be cheating and how they are able to cheat. HSX Traders that are "guilty" of manipulation are fined according to set procedures.

    One of the most interesting cases of cheating was when we received an AIM transcript of real-time cheating behavior. It read like someting out of "Wall Street", except with lots of net slang. We busted them and fined their accounts (after an investigation and due process, of course).

    Despite the "threat" that cheating poses to the "civility" of a game community, cheaters and the interesting tactics that they use no doubt make online games more interesting. I often ponder about how to better design game play which can harness the criminal instincts of simulated market manipulators (for the betterment of the game).

    As cool as this sounds, I do not think that unleashing 1980's style "media raiders" onto the trading community will ever happen at HSX. HSX trades are transformed into marketing data used by movie production studios, hence requiring us to ensure that game play is fair, and, generally, that trades reflect the real media preferences of HSX traders.

    - James

    1. Re:HSX Cheaters by GigsVT · · Score: 1

      How could you possibly get meaningful marketing data from that game, other than the names and addresses? People are going to buy what they think will be popular, not what they like.

      --
      I've had enough abrasive sigs. Kittens are cute and fuzzy.
    2. Re:HSX Cheaters by jamesmartinluther · · Score: 2
      Heh - I definitely know where you are coming from. The noise generated by traders clamoring onto hot stocks is enormous, but not insurmountable.

      This statistical harvesting process works and actually pays the bills - check out HSX Research, the for-pay service we offer. HSX can predict (generally) what kinds of people who are going to go see a movie and how much the movie will gross.

      This is definitely one of the weirder forms of business I have participated in and may even make the game less exciting than it could be. But selling marketing data helps keep the HSX game running and the HSX staffers employed.

      - James

    3. Re:HSX Cheaters by icey5000 · · Score: 1

      At the Hollywood Stock Exchange [hsx.com] simulated stock market, there have been problems with cheaters for many years. HSX cheaters - called "manipulators" and "shills" - use information tactics and coordinated buying and selling patterns to dishonestly make HSX dollars.

      Sounds like the real world...

    4. Re:HSX Cheaters by Carmody · · Score: 2

      I've played HSX for two years, and never understood the above policy. Why FINE cheaters? If someone cheats, why not just close their account. They can always open a new one, under a new name, and play. But if I have H$500K, and I cheat, why should I be allowed to continue to play with H$250K?

      --
      God is real unless declared integer
  82. Toss them or beat them up by nordaim · · Score: 1

    When my buddies and I played together online, if we found someone cheating, we would just declare a hunt on them. Most of the cheats we encountered were "aiming" and "speed" oriented cheats, but being in a game with 20+ players with 2 guys cheating, it quickly became a "Hunt the Cheaters" which was a lot of fun for all of us. Usually after we ganked them a few times and they were no longer winning, they would drop out of the game.

    The other one, provided you are hosting your own server, is just to boot and ban them.

    It may be in the game producer's interest to keep the games cheat free, but there is little they can really do about it as people will always cheat, regardless of what we try to do to fix it. Socially(I.E. in the gaming arena) we can start making a difference. If you have never played with cheat free/ethically bonded clans, then you have not seen the impact this can have (plus their server's tend to host some of the most fair, skillful and action packed games).

    --
    -- You don't shoot to kill, you shoot to stay alive.
  83. A Good Idea. by phriedom · · Score: 1

    Even though this is a troll, it brings up a valid point. Which is: TOS and EULA agreements should be detailed BEFORE you buy a game. Wouldn't it be great if a NO CHEATING clause were prominently displayed on the outside of the box. Something along the lines of "Multi-Player play available over the Internet via {insert site here} as long as player doesn't cheat and abides be the rules of conduct outlined below; and via TCP/IP or direct dial to independant host connections." You may use the game as you like, but you may only use our matchup service if you agree to terms we disclose BEFORE you plunk down your cash. Everyone wins.

    --
    Don't moderate flamebait as Troll. Know the difference or you will be Meta-moderated.
  84. The one critical issue in online gaming. by Anonymous Coward · · Score: 0

    Got great gameplay? Great graphics? It counts for zilch if you are not cheat-proof. And that is hard.

    It's ruining BZFlag right now. A lot of work on an open-source game that is great to play. But cheaters arrive, and drive everyone else off the server.

    Running everything on the server-side, with the game being a 'dumb terminal' is one fix. MtG:Online is going to be using that model. But this needs lots of servers with fat pipes to work. And is much easier in turn-based games than FPS.

    If the client has some control, then someone will spend however long it takes to find a way to screw everyone else over.

    1. Re:The one critical issue in online gaming. by oni · · Score: 2

      Running everything on the server-side ... needs lots of servers with fat pipes to work.

      I'm not sure I agree with that ascertain. In a traditional network-game setup, the server sends all the info to the clients who them make a decision as to what can or cannot be seen. In the setup you're describing, the server only sends the client the information he could possibly know - which logically must be some subset of everything that exists in the game.

      In other words, I think that more server-side processing would actually mean less network overhead.

      The problem is that the server load increases linearly as each new client connects.

      Furthermore, even this doesn't stop aimbots or firebots and those are, imho even worse.

  85. like water by Anonymous Coward · · Score: 0

    YHBT HAND

  86. Bullshit by Anonymous Coward · · Score: 2, Insightful
    Picture a mmorpg where you need 3 other players to help you defeat a certain barrier. There's no other way, its part of the game structure. If you're a cheater, others won't help and you're limited in your game play. Where's the fun now?
    You assume that cheaters are completely antisocial and incapable of gaining allies and friends to help them along.

    Two words: Cheating Clans.

    Many cheaters just don't care about the 'stigmas', but rather relish their negative reputations.
  87. Oh, like public voting will fix TKers. by tg_schlacht · · Score: 1

    Typical situation on a shooter game when you have a TK on your team making your life hell: You start a vote but cannot get enough votes to kick the TKing a-hole off.

    Why? Because in a lot of cases the other team doesn't give a damn about it. Especially if they've been getting a steady butt-kicking. Someone on your team who disrupts play and lets them all of a sudden start winning doesn't seem so bad to them.

    About the only solution I've seen to this is to repeatedly announce "Since you didn't help up vote the jerk out you're gonna get a taste of it." and then switch to their team and proceed to methodically teamkill them until they get the point. It's harsh, but it works a lot of the time.

  88. Dump them into a dungeon by Animats · · Score: 4, Interesting

    If you can identify cheaters from the server side, don't kick them off, just dump them into a dungeon. One where they can frag NPCs all day without affecting the other customers. That way, the cheaters keep playing, theyr're happy, and they're diverted from getting a new account and making more trouble.

    1. Re:Dump them into a dungeon by Animats · · Score: 2

      I mentioned this to someone in the MMORPG business, and he immediately said "And we'll give them a chatterbot to talk to."

  89. Wait, a troll is asking how one trolls games? by Anonymous Coward · · Score: 0

    It is kind of like ./ trolling where you do a lot of BSing and try to hide it. One can join a team with the intent of messing the game up for them. You teamkill members while trying not to make it look intentional, block passages and get in the way of the action, claim that you mistakenly hit "tell all" instead of "tell team" to broadcast your teams position and status, if friendly fire is on you use other ways such as pushing or knocking people into kill zones to kill them, etc.

  90. already been thought of by afidel · · Score: 2, Interesting

    The problem is if you don't let people cheat or pk they just find other ways to be annoying. They can chat bomb, grief kill. In diablo you just heard up enemies and put em near portals etc, in warcraft3 they can team up and then drop out in a 2X2 and let you get decimated by 2 opponents, there are endless ways to cause people grief in online games without cheating. Basically until there are no areseholes in the world there will be aresholes online, and to get their kicks they will find some way to ruin others experience. In any game more complex than solitaire someone can and will find a way to make in unfun for others. Guess people will have to learn to live with it online just like in the real world.

    --
    There are 4 boxes to use in the defense of liberty: soap, ballot, jury, ammo. Use in that order. Starting now.
  91. Human Intervention by Anonymous Coward · · Score: 0

    From what I have seen, what is really needed is a bit of human intervention. Why not just pay a few people to play/pretend they to want to cheat and get them to report all the cheats and cheaters and have then have the cheaters kicked out of the game. It's not like it would be hard to find a few people who would be willing to sit at home all day playing a game for minimum wage.

  92. There is only one way to beat them by kraf · · Score: 3, Insightful

    Ignore them.
    Yes, it's hard, that's why there are so many cheaters and trolls.
    If everyone collectively stopped playing when they see a cheater or troll they would go away.

    But unfortunately most players cannot tell good players from cheaters, trolls from newbies, and will keep giving the attention the cheaters/trolls want so bad.

  93. OT: sig junk by GigsVT · · Score: 1

    The traditional form of that sig uses Solaris ping:

    $ping god
    god is dead
    $

    --
    I've had enough abrasive sigs. Kittens are cute and fuzzy.
    1. Re:OT: sig junk by Anonymous Coward · · Score: 0

      Huh? That's not what it would return:
      # ping god
      ping: unknown host god

      Still funny though. :-)

  94. Tribes, how I miss thee... by Hormonal · · Score: 1
    Ah, back when I had the skills to mid-air disc people somewhat reliably. I loved that game.

    Thanks for reminding me why I quit playing.

    1. Re:Tribes, how I miss thee... by tg_schlacht · · Score: 1

      I used to to Tribes 2 a lot. Even ran a server for 6 months.

      I got to be pretty good with MA discs. When I quit playing T2 to play MOHAA I'd find that my T2 skills had deteriorated a lot.

    2. Re:Tribes, how I miss thee... by Hormonal · · Score: 1
      I was still revved up on the original when 2 came out. My roommate got a copy of 2, but failed to read the system requirements on the box.

      The game looked killer, much more depth than the original, but alas, none of the machines in the house would run it at a decent resolution/framerate combination.

      I would assume that there's no disc launcher in MOHAA, so that particular skill would probably deteriorate pretty quickly...

  95. Blessed Binaries. by molo · · Score: 2

    Check out the concept of blessed binaries sometime. They are cryptographically signed, making cheating quite a bit more difficult. Can't connect to the server if you can't decrypt their challenge.

    --
    Using your sig line to advertise for friends is lame.
  96. Upsides and Downsides by corian · · Score: 1


    The problem with many of the restrictions placed on software to "prevent cheating" can result in limitations in use for those of us who don't cheat, don't game online, and wouldn't bother anyone by messing around with files.

    A case in point was Sierra's ProPilot -- one of the few challenges to Microsoft's domination of the Flight Simulator market that came out a few years ago. Many people liked it, and, as sim pilots tend to do, they wanted to paint their own planes, design their own scenery, and the like.

    Now Sierra claimed they wanted to release an set of tools to help you do this. But no -- other of Sierra's software at the time (specifically one of the Tribes, I believe, which at the time they were positioning towards heavy online usage) used the same encrypted archive format to store many of its runtime and configuration file. So despiute the fact that the flight-sim software developers wanted to release a nice set of (de/en)-archiving tools to all allow these user editing, Sierra was extremely relunctant about this because the same tools would allow users of their other games to cheat.

  97. Wrong direction by beleg777 · · Score: 1

    I think they need to stop trying to make cheating impossible and instead focus on making it unatractive. Focus on cheat detection, it's not easy, but I think it's a much more attainable goal than cheat prevention. If you can detect cheats then you can punish cheating. And if done right, that will eliminate cheating as a problem.

    It's funny, cheating doesn't bother me half as much as seeing someone get away with it. Someone who cheats makes me annoyed. Someone who cheats but can't be caught really gets me pissed.

    --

    Science may someday discover what faith has always known.
  98. Another idea- have the cheaters rat on themselves by NeoSkandranon · · Score: 1

    this is primarily for games such as CS, MOHAA and Diablo II, but periodically the server could ask the client if it can "see" player X. suppose player X is behind a wall, or if player X is really an object far far away. if the client responds that yes it can indeed see player X, then the server knows that client is employing some sort of exploit and can act accordingly

    of course, this relies on your client being 'dumb' to a good part of the game, tracking things and whatnot, but i'm not sure of all the techinical stuff

    --
    If you can't see the value in jet powered ants you should turn in your nerd card. - Dunbal (464142)
  99. Shoddy code? by StupidKatz · · Score: 3, Insightful

    Shoddy code is the reason OGC works? Hardly. You can NOT trust anything on the client, and yet if the client can perform all the aiming and shooting for the player, how can you tell who's doing what? That's the real problem, and reactive detection is the only practical way to deal with it at this point...
    That, or me standing behind you with a baseball bat at the ready while you play. ;P

    Valve left the Half-Life code more "open" for a reason. Counter-Strike is the biggest. Mods don't show up often if you try to lock down your client code too much.

    1. Re:Shoddy code? by DNS-and-BIND · · Score: 2

      How do you code an online game, with no cheat detection, and release it? That's shoddy work. Heck, why am I complaining...I'm lucky if half the games out there even have the ability to kick players off the multiplayer server (not talking about the endless march quake/doom clones, but rather games for mere mortals such as I-76 or IL-2 Sturmovic).

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    2. Re:Shoddy code? by martyn+s · · Score: 2

      "A lot" is two words. You wouldn't say "alittle", would you?


      "Another" used to be two words too. Like "I read an other book, but it wasn't as good." Now "another" is one word. Things change. Get used to it.
    3. Re:Shoddy code? by KinsmanCa · · Score: 0, Offtopic
      "Things change. Get used to it."

      Ha! As if DNS-and-BIND had never heard of change, and had to be taught the concept like a child. Trying to lord over a person you're arguing with is a worthless tactic.

      Anyway, you shouldn't just sit back and let change roll over you - you have the same power as any other person to dictate future English. Will *you* start using 'alot' from now on? Do you *like* 'alot'?

      The word 'another' actually has different meaning from 'an other': the phrase focuses on an object being different from the first object, while the word focuses on an object being the next one after the first object.

      People may want to start making a distinction between 'a lot' (where you park cars) and 'alot' (casual synonym for 'many'), but frankly, between 'its/it's' confusion, and 'lose/loose' confusion, and the corruption of 'hee hee hee', it's a bad time to be permissive about changes to the English language.

      -Sean Givan
    4. Re:Shoddy code? by martyn+s · · Score: 1, Offtopic

      'A lot' is kind of a metaphorical way of saying plenty. But if you think of it literally, it's kind of a silly metaphor. But since it's such a common usage, we're going to stick with 'a lot' to mean plenty. I am usually not too aware of the way I spell or write certain things, since it's a pretty unconscious process for me. I'm not even sure if I usually say 'a lot' or 'alot'. But, now more than ever, I believe 'a lot' should be one word, because when people use it the don't, not even in the remotest sense, think of it as the same words in "I parked my car in a lot". When people say 'your' instead of 'you're' I'm usually pretty tolerant about that too, but I would understand why people might disagree with me. But saying 'a lot' doesn't reflect the semantical meaning when people say it. That is why I think 'a ton' should still be two words, just because people still mean it as a metaphor. But 'a ton' today is sort of like what 'a lot' was 50 or 100 years ago, when people probably starting saying 'a lot' and people objected. Just like people would object now if you said 'aton'. But even though people place a layer between their thoughts and their writing, and correct themselves to write 'a lot' as two words, the fact is, no one actually uses that expression that way; *everyone* no matter how they spell it, means 'alot'.

      No, change in the English language shouldn't just run you over, in fact, I'm usually pretty slow to adopt new language usages. But I do recognize the tendency for language to change, and I cherish it, I don't resist it.

    5. Re:Shoddy code? by macdaddy357 · · Score: 1

      You Rite dat Marikan Reel Good!

      A lot=many alot=to set aside or reserve

      You Git it now?

      --
      How ya like dat?
    6. Re:Shoddy code? by Anonymous Coward · · Score: 0

      You're a fool. Half-Life is the game and Counter-Strike is the mod. Half-Life, the game, was a single player FPS with "multiplayer support".

      I believe it is quite safe to say that the creators of Half-Life never imagines it would turn into such an online sensation. However, now that they know about the cheating, they have been adding their own cheat detection routines.

      In other words... shut your pie hole.

    7. Re:Shoddy code? by Ozymandias_KoK · · Score: 1

      That's actually allot. If you are going to be a grammar nazi, you should at least have the facts that you are trying to bash people over the head with be correct ones.

    8. Re:Shoddy code? by macdaddy357 · · Score: 1

      Boo Hoo Hoo.

      --
      How ya like dat?
  100. Re:Or, they'll just do what Sonic Team did to US P by Brackney · · Score: 1

    You hit that nail on the head.

    PSO was one of my wife's favorite recreational activities until rampant cheating (namely item hacking and cloning) sucked all of the fun out of the game. She still enjoyed the social aspect of the game, but the gameplay mechanics quickly lost their lustre. She's seemed relatively indifferent to FFXI when I've mentioned getting it for her. Very odd considering what a Final Fantasy nut she is. I think the PSO experience has put her off on-line gaming for a while...

    Game manufacturers had best pay close attention to installing cheat countermeasures or they'll find this to be a common pattern.

  101. There's only one solution by Rogerborg · · Score: 5, Insightful

    And it's the one that the designers of the open source multiplayer action game Netrek figured out from day 1. You accept that the clients will be compromised, and you design your server and your network model appropriately.

    It's only very recently that commercial games developers are even beginning to understand this, and they're still not getting it right. For example, Counterstrike now attempts to check that your opengl.dll is correct. Fine, but that still relies on the client being uncompromised and reporting the correct number. That's a small barrier for a crackers with a hex editor.

    They really need to get it through their heads: you can't trust the client. Every packet that comes in has to be assumed to come from a borg or robot client, and dealt with accordingly. What this means in practice is:

    • The server has the final word on the world state. It accepts only requests for actions from the client, not state data, and it verifies that the client is in a state that it should be requesting this action. If that means that it rejects valid actions from a human player experiencing lag, tough, that's the cost of trust.
    • The server sends only the information that each client needs to know. The Netrek server sends position, heading and speed information to clients, but only if there's a friendly unit close enough to scan them, less frequently for distant units, and when it sends information about cloaked units it lies, so that even if you hack the client to display cloaked units, you end up displaying an infrequently updating image of where they might be, which can sometimes be more of a hinderance than a help. All this requires extra processing on the server. Tough. Hardware gets cheaper by the day. Sometimes it means that clients miss out on information, and see things appearing and disappearing. Again, you have to accept that as a necessary price to pay.
    • You design your game so that perfect execution doesn't guarantee you perfect results. Unlike the rail gun in quake, for example, in Netrek if you fire perfect vector torpedoes aimed precisely where your target is going, a decent human player will dodge them nearly every time. Instead, you have to use your (human) skill and judgement to decide where your (human) target will dodge once you fire, and fire where he's going to go, not where he was going. Or you fire where you don't want him to go, for strategic purposes. A netrek client firing perfect vector torpedoes is actually a liability against clued players!

    This isn't theoretical. I wrote a 'borg client for Netrek (bypassing the pretty darn good RSA binary check that still surpasses that in many commercial games), and found that it gave me at most a marginal advantage. It hardly effected my combat ability at all, and it made only a slight improvement to my strategic ability (by recording the limited information it received and making best guesses about what was actually going on in the game state). It certainly didn't spoil play balance like many FPS hacks do, and it didn't require any server fixes, because I simply could not exploit it very far to start with.

    The reason why the Netrek developers understood all this was that it was open source (so it was trivial to hack up a client), and also that servers developers were somewhat separate from the client developers. The server developers could dictate the architecture and packets and the client developers had to work with what they were given. Contrast that with the way that commercial games development tends to get done, with the same people writing both server and client, with a mandate to get it working as quickly and easily as possible.

    If I was back in commercial games development, this is the first change I'd make: separate the server developers and client developers, and only let them communicate through the code - and with the server guys calling all the shots. That sounds inefficient, but if you don't make the effort early on, you'll damn well have to do it later, once the problems are out there in the field. We need to fix the attitude endemic in commercial games development that there's never time to do it right, but always time to do it twice.

    --
    If you were blocking sigs, you wouldn't have to read this.
    1. Re:There's only one solution by ealar+dlanvuli · · Score: 1

      * The server has the final word on the world state. It accepts only requests for actions from the client, not state data, and it verifies that the client is in a state that it should be requesting this action. If that means that it rejects valid actions from a human player experiencing lag, tough, that's the cost of trust.

      back when I played EQ, there was a bug introduced in march of 2000 that would cause 1.0 cast time spells (my problem was with the enchanter tash and color flux, especially color flux) to cast faster than the server would think it was acceptable when you lagged a little.

      I died well over 20 times between 29(when this bug was introduced) and 57 (when they finally fixed the problem most of the way when your in a low lag zone), it was rather annoying.

      I honestly don't think killing valid requests is a viable option to stop the exploit they were doing, if nothing else they should have made it so it could never happen to spells less than 1.5sec cast time. That would make it so unless you have a really random ping time (+-.5 seconds regularly) you would have to cheat to cause it to be set off.

      The worst part of it all was the bug was still exploitable this janurary when I was in a AE group during a weeklong EQ stint. I used it to single handedly keep 40+ mobs stuned for well over 2 minuites, with about 5 resists per cast.

      --
      I live in a giant bucket.
    2. Re:There's only one solution by Moofie · · Score: 2, Funny

      I guess the thing that amuses me most is that some people probably understood this post. : )

      Wow. That rhymes.

      --
      Why yes, I AM a rocket scientist!
    3. Re:There's only one solution by AutumnLeaf · · Score: 1
      Unlike the rail gun in quake, for example, in Netrek if you fire perfect vector torpedoes aimed precisely where your target is going, a decent human player will dodge them nearly every time. Instead, you have to use your (human) skill and judgement to decide where your (human) target will dodge once you fire, and fire where he's going to go, not where he was going.

      This is what I LOVED about Marathon on the Macintosh platform. Marathon was created by Bungie, who was a relatively unknown until Halo finally came out. Given the good reviews it's getting, the fact Marathon was written by Bungie should say something to more people than it did in the past.

      Anyway, Marathon's weapons were awesome. The only point-to-point weapon that had the fire-hit behavior was one of the weakest - the pistol. But, that made one of the weaker weapons attractive in certain situations. The machine-gun was inaccurate at longer ranges, and the grenade launcher had travel-time on the grenades. The pulse-pistol also had travel-time on its shots. My favorite weapon in Marathon though was the rocket-launcher. Not a weanie micro-missile launcher. No. Marahon rocket launchers were over-the-shoulder, say-goodbye-to-half-the-screen, one-hit-one-kill rockets. And, when you launched them they made a wonderful "whoosh" for all to hear, including your target. And, they were very dodgeable. But the deadly effectiveness of the the rocket-launcher was a siren-song that lured many people (myself included) to use them often. And rocket-duels became dances of dodging, misdirection, etc... One tatic was to fire one out in front of the target, and then put the second one actually closer to the target, anticipating the turn away from the rocket, etc...

      Okay, so you get the idea I loved Marathon and rocket duals. I did. The thing was tht the gameplay in Marathon was better than any of the quakes, and rivaled only by Unreal Tournament II. I have not played RTW, or half-life, so I can't speak to those. But for all the advantages the newer games had over Marathon in terms of technology (rendering engines, etc...), I'd rather boot up Marathon for a LAN party any day.

      I also wanted to thank the writer of this post for his insightfull comments.

    4. Re:There's only one solution by ealar+dlanvuli · · Score: 1

      haha so true.

      The worst part is I can still tell you the /loc of most screenshots in the popular zones, and I have the landscape/maps of all the other zones memorized. I remember the names of almost all the 55+ people on the server. I remember a significant amount of the economic conditions. And I remember the stats of various mobs/equipment (as in over 1000 mob types probably).

      All of that memory wasted over a game.. so sad

      --
      I live in a giant bucket.
    5. Re:There's only one solution by Anonymous Coward · · Score: 0

      They really need to get it through their heads: you can't trust the client.

      I think game developers are well aware of this. They don't have to make the game unhackable, that would be impossible. All they have to do is make it too difficult for the idiots who have all that time on their hands to do nothing but cheat at a video game. If they can make it obscure enough that the morons can't figure it out, they're done. No need to make it impossible to cheat.

    6. Re:There's only one solution by arQon · · Score: 1

      An interesting and predominantly accurate assessment of things within the context of Netrek, but it's both theoretical and inaccurate as far as FPS games go.

      Even the densest of developers is (finally) WELL aware that you can't trust the client.
      Your first two points are already exactly the behaviour of any well-designed engine (e.g. Q3, though if you read this JC, how about you put the network code and the renderer's cheat vars on opposite sides of a conditional compile in Doom3...)
      The third is a game design issue: rocket launchers work that way, lightning guns don't.

      The Netrek model works *for Netrek* for a combination of reasons, mostly that it (a) has VERY slow gameplay (even compared to VQ3, let alone ProMode) and (b) doesn't have dominating hitscan weaponry (i.e. no railgun / sniper rifle).

      The Netrek developers didn't magically "understand all this" while the rest of us passed it by, oblivious to the potential problems. Yes, they did a pretty decent job of it all, but don't confuse the implicit benefits of the TYPE of game they made with some silver bullet solution for ALL games. That's like saying MUDs came up with the solution to all cheating just because an aimbot doesn't help you in one...

    7. Re:There's only one solution by DNS-and-BIND · · Score: 2

      Netrek's phasers are a "hitscan" as you put it, hit instantly where you click, type weapon.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    8. Re:There's only one solution by WNight · · Score: 2

      Yeah, less insta-hit weapons makes the game harder to cheat in. IMHO Quake went way downhill with the introduction of the railgun.

      People whined that the rocket was the only good weapon (not true) but even if that was true at least it was a weapon that took prediction skills to kill someone with, as you describe.

      Bring the railgun in and it's simply a matter of holding the crosshairs over someone and pressing the button. Basically as dificult as targetting a rocket, except that it was an instant hit.

      Not only did this make the game much more hardware dependent (you need a decent framerate to rail) and increase camping (why leave a rail perch?) but it also made cheating really profitable.

      In Quake1 the Reaper bot could have perfect aim but there weren't any distance weapons (lightning was short range) that this helped with. And when you got followed by lightning through a rocket jump or something it was a fairly obvious indication of a bot.

      But come Q2 (and now anything with a sniper rifle) and you could be killed across the map by someone you couldn't see.

      And that's when people really started making client side bots. There were some for Q1, but those tended to be comp-sci projects more, something that would try to build maps on the fly and such. Certainly nothing you'd get pissed at someone for using. But Q2 and Q3 have been plagued by cheaters constantly.

      Remove the hitscan weapons, or at least the big nasty ones, and the game would go back to what it was before.

      So yes, I think game design has a lot to do with making games cheatproof.

      It's just like UO would be mostly rid of people selling items on EBay if you had to have high stats to use the items, such that you couldn't really use it unless you could survive the quest to go get it in the first place.

    9. Re:There's only one solution by Communomancer · · Score: 1

      Bungie did the Myth series, also. They've hardly been unknown.

      --
      "UNIX" is never having to say you're sorry.
  102. I'm so bad, it looks like you're all cheating! by Dallas+Truax · · Score: 1

    No matter what server I go to, I get my rear end handed to me on a plate, with a side of 'slaw!
    At first, I wanted to believe that you were all cheating... you dirty rotten minks!
    But, in all honesty... I really am that bad.
    Last week I survived for more that 30 seconds... I was elated! Then 'ANAL-PLASMA-BABE' hosed me like never before, and insulted my still writhing corps
    I have much to learn...

    --
    Above comment is personal opinion. Poster is not a spokesperson.
  103. Post Comment Button (OT) by pythorlh · · Score: 2

    It's to the far right of the bar directly under the article which tells you what your current Mod Thresholds are.

    --
    Do not confuse duty with what other people expect of you; they are utterly different.Duty is a debt you owe to yourself.
  104. For a glimpse at a cheaters paradise by Lord+Kestrel · · Score: 1

    just login to battle.net with the Diablo 2 Expansion. During the 9 months or so that it has been out, there have been several dozen major hacks, including several spree's of item duplicating (duping). Because of the widespread duping, the online economy is hosed, and you can often trade for one of the really nice items, only to have it disappear next time you join a game. There is still a bug utilizing the druid, whereby you cause all players within a small radius of your character to drop from the game. Unfortunately, they remain in the game for a few seconds after they drop, allowing you to easily kill them (this has been around for 6+ months). There is a map exploit out that gives you the full map, and shows all players and monsters on the map. It also removes darkness, and let's you see through walls. For a time, there was a bug that allowed one to raise their skills to unlimited levels. This would allow paladins to have auras extending for thousand's of yards, and doing damage in the hundred of thousands. Sorcs were similar. Some spells would have the same mana cost for each level, so at level 1, you might only do 5-10 damage, but at level 2039, you could do 29920-1929302020999302.12993891 damage (*slight* exaggeration).

    And yet, Blizzard responds very slowly to reports of exploits, and does very little to those that do cheat. Recently, they banned some accounts, but that was a one time occurance, and it probably won't happen again. Part of the problem, is that the code base has grown so large, that the programmers can't review all their code, and QA can't test everything. Some of the fan websites list a number of the known bugs, yet they never get fixed. One of the bugs even makes it so that Barbarians always do double damage. This one has been known about since the last patch back in September, yet nothing has been done about it.

    If you managed to read your way through this long rambling thing, I thank you.

    1. Re:For a glimpse at a cheaters paradise by PeterTang · · Score: 1

      Well it is Blizzard, they have always been piss poor stopping cheating. They have never adequately secured one of the products. They've got great marketing so what do they care. The games may be fun but you better have a lan or lan party to go to to enjoy them. Who knows maybe people buy blizzard games because they always have such a sick amount of cheats.

    2. Re:For a glimpse at a cheaters paradise by Lord+Kestrel · · Score: 1


      Who knows maybe people buy blizzard games because they always have such a sick amount of cheats.

      hehe, that wouldn't surprise a bit. From what I've seen in the two games of theirs I've played (Starcraft and Diablo 2), they seem to have more cheats than the normal couple that any game has.

  105. Bout Time by Da3m0n · · Score: 0

    I was wonderin when they where going to start cracking down on that shit. I stopped playing online counterstrike and Red faction because of those bastards. LAN parties are much more fun cause the people can actually hear the full inflection in the voice when you scream " Goddamn campin-cocksuckin-bitch!!!"

  106. Cheating, AI and the Turing test by Anonymous Coward · · Score: 0

    I develop bots as a hobby. My current project is an autonomous bot that moves from server to server (its playing right now actually). The main design goal is not winning (too easy), but rather tricking the players into thinking it's a real human. Most of the work was emulating the movement patterns/paths of advanced players. Initially I was going to have it talk back to people, but for now I just have it reply with random taunts. This is acutally pretty convincing.. many real players are jerks.

    Next project is a clan of bots who will be competing in ladder play - where scrutiny is much more intense.

    People might not like what I do, but I really don't care. Its more fun than playing the game, and the logs are hilarious.

    1. Re:Cheating, AI and the Turing test by wilhelm · · Score: 1

      You've got an interesting idea; it's almost like corewar or something. It might actually be interesting to have an all-bot match - pit one set of bots against another. You could almost do a genetic-like breeding of the best bot and/or team of bots.

  107. Article missed the main factor: Money by Anonymous Coward · · Score: 0

    Most online game are a big revenue generators for cheaters. I remember in Asheron's call where some items would be sold on e-bay for 50$ or more.

    A cheater will find a way to duplicate objects to get money. Cheaters have a money incentive with most MMORPG that just doesn't exist in other kind of games.

    The fun of crushing someone else is really just a small part of it. Money is the big one.

    1. Re:Article missed the main factor: Money by Anonymous Coward · · Score: 0

      Absolutely, which is why I'm standing on the sidelines watching Project Entropia, with my Falco! flag at the ready.

      http://www.project-entropia.com/

      Its an MMORPG where you can change real money into game money, and vice-versa. So the rewards for duping in-game items and money are real money, without the tiresome EBay step in between!

  108. An expansion... by Anonymous Coward · · Score: 1, Interesting

    Your idea works well on the microlevel, for small scale (2-8) games. I envision an expansion of this concept to that which would work on the existing infrastructure of servers. Namely, addressing the policing problem of the public servers we have.

    The problem with public servers is, although they have admin policing the servers for cheating, bans are entirely local. That is, if someone comes onto a server, cheats, and is banned, he can just go onto the next server for a fresh start. It'd be nice if one single ban could lock a cheater out from a larger number of servers, but that imposes the problem of SysOp trust: A corrupt SysOp can ban a number of honest players and screw them over royally. Obviously, a SysOp responsible for dozens to hundreds of servers would require a superhuman level of trust.

    But suppose we took your idea and applied it to servers? Each server is connected into a meta-network that tracks levels of trust between servers and players, and servers and other servers. Each server keeps a list of the players they do or don't trust, with the distrusted players banned entirely. This list could be supplemented by the lists of 'friend' servers, which have proven to be reliable. Should the 'friend' servers turn out untrustworthy, their submissions can be yanked and ignored. Thus, a service that distributes SysOp trust.

    Also, by keeping such a system centralized (or at least, the directory), a suspicious SysOp could manually look up a player's history and ratings of other servers. Should it turn out to be worse for worse.. *poof*

    But then again, it's not like I'm motivated enough to code all that shit.
    Moofius

  109. How does god do it? by Anonymous Coward · · Score: 0

    I've been trying to hack reality for years...

  110. CBDTPA by yerricde · · Score: 2

    Securing end client software has always been an extremely difficult problem to solve....

    <Valenti>And this is why we need the CBDTPA.</Valenti>

    --
    Will I retire or break 10K?
  111. Pro Tools on the other hand by pommiekiwifruit · · Score: 1

    uses a plug-in DSP board - to emulate that you would need a considerable amount of grunt... possible these days but not practical when it was most popular.

  112. You want a disc changer? by yerricde · · Score: 1

    Even games which require the cd to run are a pain in the ass, especially when you play a few different games.

    If a game didn't have to load itself from the CD or from the DVD, what would it load itself from? What are you asking for? A GameCube with a disc changer?

    --
    Will I retire or break 10K?
    1. Re:You want a disc changer? by martyn+s · · Score: 2

      I think he's talking about PC games.

  113. Get a hub by Anonymous Coward · · Score: 0

    As for the rest of us, not all of us have available USB ports (in my case, I've got a zip drive and my digital camera cable occupying both USB ports), and I don't think a SINGLE game's dongle is worth one of those ports.

    I have a hub occupying my USB port.

  114. BNETD, anyone? by k98sven · · Score: 3, Insightful

    Why hasn't anyone pointed out the obvoius?

    The point of the oh-so-disputed Bnetd project was
    to counter cheats and trolls.

    Set up your own server - invite your friends, and
    kick out whoever you don't like.

    So what M$, Blizzard and the others should do is turn the situation to their advantage,
    stop selling server time - sell server software.

    The more trolls out there, the more people will want to run their own server.

  115. To solve the cheating problem, you need CBDTPA by yerricde · · Score: 2

    Maybe if they implemented a hardware feature where you could give the processor an encryption key, and sent it an encrypted instruction stream, it would decrypt it on the fly. That would be hard to decrypt, unless the attacker were to get ahold of the key, then they could decrypt it.

    Smells like CBDTPA to me.

    --
    Will I retire or break 10K?
  116. Old school soldiers by Kibo · · Score: 2

    One of the best compliments I ever got on my Quake skills was being kicked off for being a reaper-bot. Nothing inflates your ego quite like the first time you're told you're too good to be human.

    --
    --Jimmy has fancy plans; and pants to match.
    1. Re:Old school soldiers by Anonymous Coward · · Score: 0

      There is almost ALWAYS somebody who cries cheat when they lose in a public game. Why is it everyone gets this huge, inflated ego as soon as they get accused of cheating? How about I call you a motherfucker? Does that increase your ego too?

    2. Re:Old school soldiers by Anonymous Coward · · Score: 0

      Ah, the aeternal no-im-really-that-good argument...
      Well, there really are those who cry "Cheat!" after tripping on their own feet, and there are *a few* guys who really play impressively.
      Before calling someone cheater I *always* do a lot of checking for signs to eliminate doubts, including becoming spectator and observing the "potential cheater".
      Of course, even the definition of "cheat" is very personal... are game tweaks cheats? what about a better mouse? or an expensive computer? What about special binds like jumping in the air, doing a 180 deg turn and shooting -- all this by pressing one key?
      Stop that BS, if you dont miss one single shot, if you aim and shoot at different players in sequence and noone passes -- well, youre a lame cheater, because the game was not intended to work that way.

      bye.

    3. Re:Old school soldiers by Kibo · · Score: 2

      How about I call you a motherfucker? Does that increase your ego too?


      I don't know. How hot is your mom?

      --
      --Jimmy has fancy plans; and pants to match.
    4. Re:Old school soldiers by dvNull · · Score: 2

      You have to remember the golden rule in 99% of the major multiplayer first person games.

      "If you kill me you cheat"

      dvNuLL

  117. A *VERY* Simple answer to cheating. by IBitOBear · · Score: 2, Interesting

    From a purely protocol/programming standpoint it would be *VERY* easy to prevent cheating in online games. Remember that the distributed data state of an online game is in every way a distributed database synchronization problem. Additionally, the portions of the database that are "useful" as a cheat are, in any game, relitively isolated.

    (One simple version of) What you have to do is align the key data elements in contiguous memory in a platform independent format and then do MD5 (or similar) checksums on it. Every few hundred {your favorite quanta here} transmit the new checksum to the game server. If a given client participant's checksum is wrong then reset the client, if the client persists in "going bad" then a cheat has almost certianly been used and the client is ejected and barred from the server for some time (say two days).

    Now, to work, the game designers will have to actually learn how to do a few things like a proper checkpoint of a real time database, but that is the cost of data integrity.

    Consider "Starcraft". The two areas where cheats come up are "map cheats" (where after the game is in play, a cheat "tweaks" the local map to give the player an advantage) and "unit tweaks" (where the attributes of a unit are changed to make it faster, invoulnerable, more damaging etc).

    Now consider: durring startup the server builds the MD5 of the map definition. Durring a "checkpoint cycle" the server starts a snapshot of the unit configurations for the target client. The client transcribes a snapshot of the working data (map and units), creats the checksums with an exact timestamp and sends those checksum and timestamp to the server. The server rolls its log to the matching timestamp and does a checksum. If they don't match then there is a problem.

    Consider the "unkillable unit" hack. In order to spoof the checksum the chekpoint code would have to "back out" the hack to get the unit flags back to spec and somehow account for the "wrong" hitpoints remaining.

    Now a first-order drirtive of the problm would be if the main server "noticed" that the "base hitpoints + points repaired - points taken as damage" values didn't match in the first place, the checkpoint would not be necessary. For that simple check the server would have to track those three numbers instead of just "remaining health". It would be one of those "why is this unit still alive with a current health of -1288 points?" kind of conditions. The thing is the "Starcraft" engine doesn't seem to arbitrate things at that level. If it did, the "unkillable unit" hack would never have worked in the first place.

    Then again, the "total cost" of duplicating all the data instead of just "trusting" the client is hugely trivial compared to the cost of, say, rendering a frame of graphics.

    So if the engine designers would treat the games as a true distributed dataset. (You know, do a little integrity constraint checking.) Learn how "real" programs solve these problems in "real" (as opposed to "toy") applications and apply that known technology to their games, the cheats would vanish into the noise floor.

    That of course, would require the companies to take a little manpower from the front-side gee-wiz rendering problem, send that manpower to school to learn some hard comp-sci of the boring data-integrity kind, and then pay them to beef up that "user shouldn't ever see it if it is working correctly" part of their system.

    --
    Innocent people shouldn't be forced to pay for inferior software development.
    --"Code Complete" Microsoft Press
    1. Re:A *VERY* Simple answer to cheating. by rtaylor · · Score: 2

      (One simple version of) What you have to do is align the key data elements in contiguous memory in a platform independent format and then do MD5 (or similar) checksums on it. Every few hundred {your favorite quanta here} transmit the new checksum to the game server. If a given client participant's checksum is wrong then reset the client, if the client persists in "going bad" then a cheat has almost certianly been used and the client is ejected and barred from the server for some time (say two days).

      How does this help? The cheater simply needs to keep a copy of the data they're using in the client as normal, and a copy of what the server expects elsewhere so that they can send it in.

      --
      Rod Taylor
    2. Re:A *VERY* Simple answer to cheating. by IBitOBear · · Score: 1

      How does this help? The cheater simply needs to keep a copy of the data they're using in the client as normal,and a copy of what the server expects elsewhere so that they can send it in.

      The data isn't static. Also, most cheats can't and don't actually try to interact with the engine. Instead they patch the memory image of the data set and then let the engine do what it does. In order to defeat this technique the cheat would have to do each of the following:

      1) run realtime
      2) pre and post process the packet stream
      3) track the "expected" state of the game engine wherever the cheat has effect.
      4) maintain a differential state, where the local state is enhanced and the remote state isn't.
      5) do all of the above with exact precesion.

      Remember that the checksum is on a data set representative of the entire current game state and is produced on demand of the server. The data stream would have to be pre-processed to keep the checksum request from reaching the "real" engine, and then post processed to reinsert the results into the returning data stream. The cheat would have to retain a complete false state laid out in the exact byte order of the real data set. Yes, all these things "could", in theory, be done, but at what cost to the cheaters "play experience"?

      The differential logic alone would eat more than half the CPU and may not be practical at all for most games. The differential engine would also be at least twice as complex to code as the engine itself. Granted with an infinite motivation and unlimited computing resources a person still could, in theory, cheat. But think of his sucky pollygon count... 8-)

      With an infinite motiviation and unlimited computing resources, in theory, a person can break any incryption in real time too. But it doesn't happen.

      The real point of my post is that if the state model was a true and proper distributed thought process and if the state model were sufficently thurough (e.g. with "sufficent" data to check for oddities) and had a little validation (e.g. the occasional MD5 etc) the system could know that it was being tampered with. With that knowledge the system istelf could easily punish the dickwad...

      Further, the technology exists, is simple enought to use, has the necessary performance characteristics if used judicously, and most important, has already been proven in other fields.

      The game designers just havn't bothered to go out and address the problem with one one-hundredth the effort they spend on polygon count.

      --
      Innocent people shouldn't be forced to pay for inferior software development.
      --"Code Complete" Microsoft Press
    3. Re:A *VERY* Simple answer to cheating. by rtaylor · · Score: 2

      Yes, in a closed source commercial game thats possible.

      Doesn't help the homebrew opensource guys any though -- as it becomes dirt simple to get around those.

      --
      Rod Taylor
  118. Cheaters not "desperate to win" by loply · · Score: 2, Funny

    Will you lot stop making it out that cheaters are some desperate for attention, glory seeking mentally Ill people? Ive messed around with OGC in CS myself, and you know what? Its just funny. I was just sitting having a laugh and wondering how the program worked whilst a bunch of nazis went mad telling me I must have no girlfriend and be a 33 year old loner and must never win at anything (all wrong). Get the friggin point! Cheaters are just taking the piss out of you. Why be their entertainment by going all irate and showing yourself up? Theyre just normal guys like you: The only difference is theyre having fun and laughing their ass off and youre not. And btw HLGuard/CSProtector/WhateverItsCalled does not work. I bound my mousewheel up/down to activate/deactivate the OGC aimbot (thus I activated it when aiming at someone) and nobody ever suspected me (atleast not when I was trying to be subtle). Disclaimer: I only tried it to see what its like and whatnot. The experience was valuable: I feel like my eye for cheaters is far more honed than it was before.

  119. How much CPU power would that require? by yerricde · · Score: 2

    having more secure protocols

    Mallory can inject her code into the client application and crack any "secure" protocol unless the hardware is trusted, and that can only happen if Congress passes the CBDTPA. Do you really want to give up all fair-use rights just to prevent online gamers from cheating?

    having the server not tell each client what others nearby are doing (unless they are in sight)

    How will the server quickly determine, during each frame, whether enough of the other player is showing (i.e. not right behind a corner or hidden in a dark shadow) without having to render each frame itself? And how will a server tell a player with good natural aim from a player using a subtle aim-enhancing code patch?

    --
    Will I retire or break 10K?
    1. Re:How much CPU power would that require? by Artifex · · Score: 2

      Mallory can inject her code into the client application and crack any "secure" protocol unless the hardware is trusted, and that can only happen if Congress passes the CBDTPA. Do you really want to give up all fair-use rights just to prevent online gamers from cheating?

      Damian, give some links. I fail to see how hardware can only be trusted if it's got government-approved DRM - But I see you've been using that acronym a lot lately, so you must consider yourself an expert on the issues. And Mallory? Wasn't she the dumb older sister of Alex P. Keaton? Never thought she'd become a coder... =)

      --
      Get off my launchpad!
  120. Re:Question. [OT] by duren686 · · Score: 1
    Most comptuers come standard with MORE than enough USB ports.


    You mean, two?

    I don't think so. My printer and scanner are USB. Whoops, there go all my USB ports. My webcam is also USB, which means that everytime I want to use it I have to unhook either my printer or scanner. USB mice and keyboards are semi-popular (and standard on macs), and there are also USB joysticks, CD burners, and a whole slew of other things. If there was a game out that required a dongle to be attached to the USB port, I wouldn't buy it, simply because it's too much frigging work to unhook useful accessories just to play a game.
    --
    Y2K Compliant since the late 1890s
  121. The Ultimate Solution by thebigmacd · · Score: 1

    [corny_joke--]Since EVERYONE has broadband Internet, why don't game servers simply run instances of the game over VNC?[--corny_joke] Actually, on a serious note, IFF the game was played over a LAN or Internet backbone, and the server was powerful enough to handle the players, I think that WOULD be a neat concept to at least explore. Thin-client gaming!

  122. Then play in person. by yerricde · · Score: 2

    He's good all the time, he knows the levels well enough that he snipes hiding places pretty much at random, killing people he not only couldn't know about but did not in fact know about. He pretty much can't play on any server he isn't admin on anymore.

    The only way I can see to distinguish cheaters from good players is social. Set up LAN arcades in public places, perhaps next door to the laser tag parlors. Give everybody the same brand of keyboard and optical mouse. Install code-integrity measures on the servers and clients. Cheating in this environment becomes impossible. So what if playing against somebody in Japan requires actually getting on an airplane?

    Of course, you'll have to sign agreements with the games' publishers to get permission to do pay-for-play (called "public performance" in copyright law), but those shouldn't be that expensive.

    --
    Will I retire or break 10K?
  123. Server monopoly by yerricde · · Score: 2

    If a majority of the particular gaming community doesn't want you there (for whatever reason--you're cheating, you're an asshole, you unbalance their game with your "superhuman skill") you should be out.

    Once you beat the game, you're banned from ever playing it again? Way to kill replay value. That may work for the popular first-person shooters, where anybody can throw up an expert-players server, but it doesn't work as well for the MMORPGs where one entity often controls all the servers.

    --
    Will I retire or break 10K?
    1. Re:Server monopoly by phriedom · · Score: 1

      Yeah, thats why I stipulated "10,000 active servers" and that is what Demi was replying to. MMORPG's are a different thing and need a different approach. Democracy won't work for them.

      --
      Don't moderate flamebait as Troll. Know the difference or you will be Meta-moderated.
  124. **Whine** Make the bad man stop! by Anonymous Coward · · Score: 0
    Oh please...

    Back in Nam, we employed "camper" techniques... Called ourselves Snipers and yeah, both the NVA and the VC whined about it, but it was part of the game, and they grudgingly had to accept it.

    Cover and concealment are vital tools in survival, and if they're good enough for real life, then by God, they're good enough for online games.

    1. Re:**Whine** Make the bad man stop! by GutBomb · · Score: 2

      while i have never had a problem with camping in the traditional sense, spawn camping (waiting at the opponen'ts respawn point to snipe them upon thier entry or reentry after death) is another matter altogether. It's not cheating in my opinion, however it is pretty cheap

    2. Re:**Whine** Make the bad man stop! by Guido+von+Guido · · Score: 1
      When you're killed in Quake and its variants, you pop back into the game again (typically at a predetermined spot). This is known as spawning.

      Certain folks stand next to the spots where you spawn into existence, and zap you with the rail gun or the rocket launcher before you so much as have a chance to move. In Quake2, they might get you 3-4 times, and you can't often can't do a damn thing about it.

      This is what I (and most people) object to. I agree that cover and concealment are part of the game--I would just prefer that I had a chance to move before they were used on me.

    3. Re:**Whine** Make the bad man stop! by Anonymous Coward · · Score: 0

      Were the NVA and VC dropping in from thin air. I do not think so. To compare
      game campers with military snipers is a bit of a stretch. FORGET ABOUT VIETNAM - It is over. Quake* is not a place for battlescared vets to relive vietam memories.

    4. Re:**Whine** Make the bad man stop! by linzeal · · Score: 0

      If you've allowed your spawn point to be run over you are fucked anyways.

    5. Re:**Whine** Make the bad man stop! by GutBomb · · Score: 2

      yeah, that's the way to play. everyone stay at the spawn points instead of getting/guarding the flag

  125. From a cheat-programmer's perspective by Anonymous Coward · · Score: 0

    I've made many cheats.. I started with Quake2, went to Halflife, and am currently making cheats for Quake3, quake3 mods, and quake3-derived games (rtcw, jk2, sof2). I've made both client hooks (like ogc), and opengl passthrough driver aimbots/wallhacks. I've made cheats for both win32 and linux. I've bypassed every anti-cheat known. All of them have been a joke, except perhaps Cheating-Death for counterstrike. The worst anti-cheats were of course Punkbuster and CS/HLguard, both of which barely worked.

    I barely use my cheats online, and I don't release cheats to the public so some 12 year old punk can use them to annoy people.

    So, you may ask why I make them in the first place. I do it because it's a good exercise of programming. Usually game developers try general tactics to disable cheats. It's fun to bypass these. In general, there is almost no way to make a game cheatproof. The closest I've ever seen is Cheating Death.

    So, if any of you are interested in cheat programming, I recommend you visit the ClientBoard forums.

  126. <cynical> rant </cynical> by eyeball · · Score: 2

    ...maybe they will actually do something about it."

    Yeah, it's too bad the game industry didn't have more money. If they did, they'd be able to pay to have something like the DMCA or SSSCA enacted against cheaters.

    --

    _______
    2B1ASK1
  127. N.E.R.D. by Yoda2 · · Score: 2

    The servers at NerdTreeHouse do an excellent job of detecting and banning cheaters. The resident CS guru, Village, really stays on top of things so people that play on the N.E.R.D. servers tend to return.

  128. P5 no longer means the original Pentium by yerricde · · Score: 1

    My roommate got a copy of [Tribes] 2, but failed to read the system requirements on the box.

    At least it's not like id's Doom 3, which some have said will require a Pentium 5 or ClawHammer processor and a GeForce 5 video card if you want to get anything over 15fps at 240x160. (For comparison, the display of the Game Boy Advance system has 240x160 pixels.)


    The preceding post has been brought to you by Exaggeration Enterprises LLC.
    --
    Will I retire or break 10K?
    1. Re:P5 no longer means the original Pentium by Anonymous Coward · · Score: 0

      It's not that it would play slowly, it WOULD NOT PLAY AT ALL.
      I had the game from day one, would not play on my machine (p3, voodoo5)
      After several months of crappy bugfixes, I gave up. Worked fine on my friend's GF2 GTS, however.

      Chao

  129. Alice and Bob by grammar+fascist · · Score: 2

    Cheat protection has all the same problems as copy protection, and is just as difficult to get working.

    To recap a bit from other discussions: Let's say we have Alice and Bob that want to communicate securely. Say Alice is the content provider, and Bob is the consumer.

    There are a number of ways for Alice to get content to Bob without Charlie being able to modify it. They could use private communication in close proximity in either Alice or Bob's location, use a previously-agreed-upon secret key, use public-key encryption, have a trusted third party validate the end result, etc., etc., etc.

    Here's the problem with both copy protection and cheat-proofing: BOB IS CHARLIE.

    Throws a wrench in the works, doesn't it?

    To illustrate cheat-proofing problems: Alice (the game server now) needs to be sure that Bob (the game client) is unaltered, pure, or whatever you want to call it. Bob needs to send some bit of information without Charlie altering it. But BOB IS STILL CHARLIE. Argh!

    Also, in the case of a client checking itself, Alice, Bob, and Charlie are ALL the SAME ENTITY. Rather sticky, no?

    --
    I got my Linux laptop at System76.
  130. Most MMORPGs are like FPSs by yerricde · · Score: 1

    Most of the cheat programs for the current crop of MMORPG's simply take over the network stream and insert their own, valid commands.

    That's because EQ, UO, etc. are real-time games, susceptible to the same MITM aim-enhancers as first-person shooters such as Counter-strike and Tribes. FreeCiv, on the other hand, is a turn-based sim game, which removes the twitch factor that machines are so much better at than humans.

    --
    Will I retire or break 10K?
  131. Unblessed Kernel. Unblessed BIOS. by yerricde · · Score: 2

    They are cryptographically signed, making cheating quite a bit more difficult. Can't connect to the server if you can't decrypt their challenge.

    However, an experienced cracker can potentially insert an exploit into printf() and other functions of libc. Even if libc is static, a cracker can still attack the kernel. Neither the kernel nor the BIOS is blessed unless CBDTPA passes.

    --
    Will I retire or break 10K?
    1. Re:Unblessed Kernel. Unblessed BIOS. by molo · · Score: 2

      So how does your cracked kernel decrypt the packet? Doesn't make any sense.

      --
      Using your sig line to advertise for friends is lame.
  132. Cheating. by Restil · · Score: 2

    This article beautifully summarizes the conditions of cheating and where the online game companies have dropped the ball. Its one thing to prevent hacking. Its not EASY to do so, but with proper security auditing, it can be done.

    In-game cheats are much more difficult to control and eliminate. Most of them require actions that no legitimate user would ever make, but the software is so complex, with modifiers upon modifiers, server crashes, timewarps, multiple game servers that have to pass user data from one to the other, etc. The chances of finding EVERY problem is slim. And while the obvious holes need to be patched, the only surefire way to stop cheating is to make sure the users won't do it.

    DAOC has it right. There is no tolerance for cheating. You can't do it accidently. You intend to do so maliciously and therefore you're gone. If all the users realize that if they cheat they will be caught and they will be permanantly banned, then it will discourage such activity in the long run. Trolls of course are a different issue. myg0t and other losers have made it their sole mission in life to take pleasure in the misery of others. Groups to find honest players might help weed out some of those as well, but its difficult if you can't 100% control the people you play with. And people can easily ruin the gaming experience for someone in ways that don't violate a TOS.

    For instance, in Ultima Online, there was a huge PK problem. While they were annoying, at least they generally played within the bounds of the rules, but not always. However, the real problems were the looters that had a notoriety which "protected" them from the good players because attacking them to protect a fallen comrade or to keep someone from robbing your house. They might have fixed it in future versions, but the whole idea of assigning notoriety to help people identify the good from the bad completely defeated the purpose of using it in the first place. Life would have been better off if there was no notoriety at all. People would learn quickly enough who was good and who was evil. And if you encounter some stranger on the road in real life you have no idea if they're good or not. And so should it be in the games. Let people police the game themselves. And when you encounter some random traveller on the road, you SHOULD be catious. And there can be skills to determine if that person was recently involved in a battle, and maybe even who it was they attacked/killed/etc. But this would be far better than being punished for protecting what belongs to you.

    -Restil

    --
    Play with my webcams and lights here
  133. US Army Game by Anonymous Coward · · Score: 0

    I'm suprised nobody mentioned the US Army games more. They are including some really cool features that don't so much prevent 'cheating', but prevent stupidity, which is just as bad for the online game communities. @$$holes can quickly make an online game almost umplayable because of their stupid comments and antics.

    The US Army games are going to counter this with 'realistic' features like extream punishment for a player who shoots a civilian, an ally, or a player on the same team. Things like this can get you banned for life from the server, or can get you 'locked up' and have to wait for your 'court martial' before you are allowed to play again.

    I think reducing the amount of loosers who call themselves '1337' and make the game less fun for everybody would be a good start to improving the quality of the online gameing experience, especially for newbies.

  134. Distinguishing trolls from bona fide newbies? by yerricde · · Score: 3, Insightful

    Another way is if you kill more than X teammates, you get kicked, or kbanned for a period of time.

    Then how will people who just bought a copy of the game yesterday and don't yet have full control of their input devices be able to play? How do we distinguish trolls from legitimate newbies?

    --
    Will I retire or break 10K?
    1. Re:Distinguishing trolls from bona fide newbies? by Phanatic1a · · Score: 2

      It's easy to distinguish trolls from legitimate newbies, 'cause legitimate newbies don't start each round by shooting up the rest of their team. The first time you get killed 'cause you killed a teammate, you learn to IFF. If you keep doing it, newbie or not, you should probably find a non-FF server to play on.

      Last I checked, there were around 30,000 of those.

    2. Re:Distinguishing trolls from bona fide newbies? by prockcore · · Score: 2

      "Then how will people who just bought a copy of the game yesterday and don't yet have full control of their input devices be able to play? How do we distinguish trolls from legitimate newbies?"

      Perhaps a newbie should learn how to play before joining a game. That's why there's a spectator mode and a single player game!

      Imagine someone who's never played basketball before, he stumbles across a friendly neighborhood 2 on 2 game. You think he's just going to jump on in and start playing without first watching for a bit to see how it's played? In real life people would be too embarrassed to just jump on in and run the risk of looking like you don't know what your doing.

      Why should it be any different online?

      It's disrespectful to join a game and not know what the fuck your doing.

      (In a related note, the new America's Army game will send players to jail if they shoot teammates.. damn straight.)

  135. Ultima Online Everquest and Asherons Call by greymond · · Score: 1

    Its one thing if your cheating on a game that you have played through at home single player or multiplayer BUT its another thing to mess with games where if your playing for awhile are actually WORTH TANGIBLE MONEY

    With UO oe EQ if youve built yourself a nice little house and cottage you could sell it on ebay for quite some CASH - now if all kinds of hacks come out for UO or EQ it makes that house and cottage worth dick again

    I for one am down for getting PAID for my gaming habits and if you try and fuck that up your stealing from me - IMO

    1. Re:Ultima Online Everquest and Asherons Call by Anonymous Coward · · Score: 0

      GET --- A --- LIFE

  136. Supplemental reading by defile · · Score: 5, Informative

    The ZDNet article is missing the link to my original article which is what lead the news.com writer to interview me.

    I can see why they left it out though, it calls a lot of the people they interviewed in addition to me names. ;)

  137. My cheating experiences by icey5000 · · Score: 5, Insightful

    First off, I'll start by saying that I AM a casual online gamer and have had a number of bad experiences with cheating. In fact, I ONLY play with direct connections to friends because of these problems. Quite frankly, I have been burned badly enough and often enough that I WILL NOT go online to play in a public game -- whether it is free or not. I've tried many times and have given up -- this really sucks since it seemed to have great potential. Here is why...

    My first online game experinces was on Yahoo Games. It looked interesting: meet new people, have some fun. I was a newbie, and so, went to the newbie area. I a game of cards seemed like fun but was dropped out of the game (lag). When I returned to the server I was chased and verbally harassed (with swears) through 3 other card games. I've never been back... and will never go back.

    Sometime later I regained my curiosity and thought I'd try Diablo online. Foolishly I took a high level character (can't remember how high, but had made it to hell difficulty) online and was killed instantly (twice! once in town!). I didn't know anything about 'hacks' then and persisted thinking this was due to server lag (or bugs). Then all of my equipment was stolen after a healing spell was cast on me. No backups, so goodbye all the effort. That was my last Diablo I game online.

    The pattern seems to repeat itself with frightening regularity: Quake II: dead, dead, dead and dead again), Unreal Tournament: similar to Quake, Starcraft: rushed (after making no rushing agreements) and had defences repelled by infinite numbers of enemies and attacks that failed even with overwhelming technical and numerical superiority, AOE 2: faced impossible tech advances and armies, Diablo 2: PK'd in no-pk mode. The list goes on.

    I make no claims to be an expert player in these games and would have no problem being beaten by a better player -- I find that's often the best way to improve! But, I have taken efforts to use the newbie areas to find other newbies to play with. Unfortunately, cheaters look at these areas as their playground too!

    I give up. Too bad, it could have been fun.

    1. Re:My cheating experiences by Anomaly+Coward · · Score: 0

      I have no doubt you encountered cheaters in Diablo 1, but I seriously doubt you lost to them in Quake 2, UT, and Starcraft. The difference between a novice and an advanced player in these games is so vast that it would seem to the novice as if most other players are cheating.

      In both Q2 and UT, you will be "dead, dead, dead and dead again" unless you have played against other skilled players for months honing your ability. Playing against the computer or your local friends does not count, the difference is night and day. A really skilled player will always have the best weapons, be high on health, know the quickest route from any one point to another, know the most advantageous position in a fight, move unpredictably, and keep a bead on you at all times. You will *never* kill such a person unless you are near their skill level, or they are lagging badly.

      In Starcraft the scenario is the same. A skilled player knows the *perfect* build order for the first 10 minutes. This build order *always* includes rushing with low-level troops. Asking them not to rush you is like asking someone in Quake to only attack you after you've had 20 minutes to look around. They won't do it. In games of skilled players versus other skilled players, this is not a problem. Early attacks are just a phase of the game and rarely end it right at the beginning. In games with skilled/unskilled player mismatches, this will always result in a quickly ended game. To you this seems unfair and stupid, because why would they want to end the game so quickly? What fun is that? To them, it is just a matter of course, and finishing the game with you quickly saves them time, because it would have been a pointless easy game no matter how long it lasted.

      In general, when a player accuses other players of cheating, it just sounds like sour grapes. I've played all four of these games extensively (I'm embarrassed to admit), and with the exception of Diablo 1, I do well without ever cheating. It is a rare circumstance when I encounter someone who I think is cheating, and even then it's only a particular exploit that, while infuriating, is rarely game-breaking (such as the map cheat in Starcraft, or aim bots in Quake/UT). I suggest you find someone you trust who is experienced in the games and either watch him play, or play one-on-one against him. You will quickly learn to tell what is cheating, and what is merely better ability.

    2. Re:My cheating experiences by Anonymous Coward · · Score: 0
      How you got moderated up that high blows me away.

      First off, as another poster pointed out, the difference in skill between novice and veteran FPS players is staggering. And if you've never played online, even if you have played against human opponents, you will be MEAT out there.

      Second, let me point something important out about Starcraft and most RTS games: The game state exists on _all_ the PCs, cheaters and noncheaters alike. So if one tries to cheat by altering that game state, for example if they try to make their units invincible, there will be a synchronization error and the games will bomb with an error.

      (Yeah I know the above is not strictly true but it's damn close.)

      The only way to cheat is to do so without changing that state, for example, with map hacks that let you see the whole map. See, but not change.

      So your claim is complete bullshit. You obviously didn't have "overwhelming technical and numerical superiority". If you did, it wouldn't matter if the enemy could or couldn't see death coming, you'd have won. Those enemy units did NOT have more armor or firepower.

      And just wtf do you mean by "rushed (after making no rushing agreements)"? In every game it's assumed rushing is permitted unless agreed to otherwise. You've got it backwards man.

      Given what I've read, I'd say you played a bit against friends, did well, and then went online. After maybe half a dozen games of each online you got slaughtered, got miffed, and bailed thinking everyone else was cheating.

      Cheaters are the most irritating people online, but coming in at a close second are pretentious newbies like you.

  138. Cheating will always be part of the game by willpost · · Score: 1

    -First, most of the cheating has no long term major bad effects on other players. In most of the online RPG games the bugs were usually about someone finding a way to duplicate gold or items. Sometimes players found ways to kill, steal, or trade unfairly but those are usually fixed quickly. The leftovers are the small bugs and balancing that are always controversial.

    -Second, the game is constantly alive and evolving, which makes it impossible to catch every bug before it goes live. No one will every fix every bug and kick every cheater without reading minds. (If that were possible then Neo and Morpheus wouldn't have a chance!)

    -Third, if you are greatly concerned about cheating in a game it's because you have invested much time towards playing it. The players that devote much of their time to the game will always have a far greater advantage over the casual gamers. The ability to be good (or better than average) at something is good enough for me, because there will always be someone better (if not now then in the future).

    -In the end, after you retire, you won't really care about the cheaters from years ago and instead you'll remember friends, accomplishments, and the few times you pulled off some sneaky maneuvers.

  139. Ranking and Voting only work for veterans by icey5000 · · Score: 1

    The fatal flaw with ranking and voting systems is that they only work well with regular gamers. As a newbie, that would be the kiss of death -- all it would take is a cheater using a hack (or some other technique, like a new account, character or serial number) to circumvent the system. I've experienced this problem firsthand (with starcraft, IIRC) where the server ranked players (by victories or losses) using their account. Cheaters would create new accounts and go after newbies (like me). This really discourages you from returning.

    1. Re:Ranking and Voting only work for veterans by Tarpan · · Score: 1

      About starcraft, it's kinda silly that you can create as many chars as you want and have 0-0.
      So if you're really weird you can have one good char and alot of crappy ones that you join newbie-games with.

  140. Flip side by Jesus+IS+the+Devil · · Score: 1

    The more people cheat, the less people want to play games, and the more productive their lives will be.

    Yeah that's good right?

    --

    eTrade SUCKS
  141. Re:Question. [OT] by Anonymous Coward · · Score: 0

    It's called a "USB Hub," and someday, somebody is going to invent it, and you'll be able to find one at any consumer electronics store, and all will be right with the universe.

  142. Can you say Everquest? by Anonymous Coward · · Score: 0

    most the "good" stuff in the game you need a lot of teamwork to make happen. This is why the big guilds rule - they have a larger pool to pull people from.

  143. Cheating will always happen. Deal with it. by Maul · · Score: 1

    While there are things that can be done to prevent cheating, there are always "false positives." I know of some really good Quake players who have been booted for being "bots" because they have good accuracy.

    I personally tolerate cheating in a non-tournament setting. If someone wants to feel l33t by cheating and CounterStrike, let him. It is just a game.

    --

    "You spoony bard!" -Tellah

  144. Top level comments by whizzird · · Score: 1

    Ummm... At the very top, above the first comment, there is a section of drop down boxes, a checkbox, a "Change" button, and a "Reply" button.
    That "Reply" button is the "Post Comment" Button.

    Not a very good location or name, I'd say.

  145. Just like real life. by geekoid · · Score: 2

    Somebody seekms to be cheating, you watch them. If you catch the,impliment the security procedure for that situation.
    Hire people to police in game, and look for clues. Hey, that guy has an 80% hit ration, while every on else has a 30% hit ratio. Maybe they're just that good, so watch, collect evidence, then prosecute.
    You must also give the players a means to contest cheating acusations.

    Of course all this costs money, what they really want is "how can we stop cheting for little or no cost"
    that is a different animal, which boils down to, watch everybody, scan hardrives for files that imply cheating. of cousr your customers won't stand for that(nor should they).
    SO what you have is a half ass way to try and prevent cheaters that stops nothing, and oonly pisses off non cheaters.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  146. Another solution... by Snake · · Score: 2, Interesting
    A lot of posters suggest either:

    • using strong security (cryptography, code signing, frequent patches, etc.)
    • some sort of booting (by vote, by cheat-detectors, etc.)
    Either way is not completely effective:

    • there is a trade-off between security and functionnality
    • cheaters could create bot-players or/and aggregate in cheaters clans
    Here is an idea I haven't seen yet.

    I propose that each player deposits a given amount of money in an online-account (say 100$). If they get caugth, they lose it. This idea is to make cheating costly for the cheater.

    This would be a mix of technological and social solutions. Of course, the idea need to be careful analyzed. Here are some considerations:

    • When subscribing to an online host, along with his monthly rate, the player would deposit 100$ to a specific account.
    • This account may or may not bear an interest rate.
    • If the player is suspected to be cheating, he gets a warning and the account is locked for at least 2 months (to prevent him running away)
    • If the player is caught cheating, he loses his subscription and the deposit.
    • Of course, to avoid conflicts of interest, the game hoster would give the deposit to a charity organisation (WWF, Greenpeace, Amnesty International, whatever).
    • when the player terminates his subscription, he gets back his deposit.
    1. Re:Another solution... by geekoid · · Score: 2

      your idea has merits, but it wouldn't work out.
      1)peoples perception will be that a 50.00 game now costs 150 dollars to play.
      2)If you give the money to an orginzation that someone doesn't like, you;ll be screwed.
      3)if they company goes TU, what happens to the money? I garuntee you the customers wouldn't get it back.

      How about this, when someone gets got cheating, lock them out, gets there ISP to not allow them to connect to your servers anymore.

      In any case, you better have a policy in place to contest acusations. I don't want to loose 100 bucks because some guild doesn't like the guild i'm in.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  147. Of course... by jhantin · · Score: 1

    One thing I'd like to see is more open "AI"/bot APIs in games. While I agree that using a bot in what is ostensibly an all-human game is somewhere between pointless and shameful, I think bot tourneys and "cyborg" (bot-assisted human player) tourneys have their place as well, especially in games outside the FPS domain. Bot tourneys in particular are well established in chess; why not in, say, RTS?

    --
    ...when you're writing a game...tweak the difficulty of "Easy" to something [your mother] can cope with. -- onion2k
    1. Re:Of course... by AnyoneEB · · Score: 2, Interesting

      If you want to do this play Robot Battle. It's a game where you write a robot in a C-like scripting lanuage andload your robot and other's to fight each other in a 2D arena. Note this a Windows only program (try WINE on linux, I guess).

      --
      Centralization breaks the internet.
  148. they should have thought of this a long time ago.. by edrugtrader · · Score: 3, Informative

    i built and run edrugtrader.com (now moving to better colo facility so don't try to hit it, its down)

    i built the game from day 1 with "how could someone use this to cheat" in mind. if MMORPG developers don't have that mindset their game WILL fail. redundant and flamebait, mod as you wish.

    --
    MARIJUANA, SHROOMS, X: ONLINE?! - E
  149. Yeah that'll work for MMORPGS by JaredOfEuropa · · Score: 1

    Or for other multiplayer game for that matter. You did it to stop them from cheating, fine. But in these games, especially the ones with many players, there is always the grief element

    Grievers like nothing better than to ruin other people's game. For them, it's not the winning, it's knowing they caused someone else discomfort. Many who have played MMORPG's will know what I mean. If they find how they can crash the server, they cheerfully will.

    In the words of Richard Garriot: "The client is in the hands of the enemy". In other words, leave nothing in the gamers hands. Self policing like you did, peer ratings like some suggested, all that stuff will not work. As opposed to real governments, and contrary to popular opinion here, these game worlds need a very strong central authority, and rules enforced with an iron hand. That authority rests with whoever runs the server: the game company, or a game master

    --
    If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
  150. Camping and Camping. by phriedom · · Score: 1

    Speaking just for myself, I usually have no problem with campers. As long as they are standing still, trying to ambush me while I'm expecting an ambush, THEY are the easy target. However, in games where people are dead until end of round, a stubborn camper on the team who is supposed to be the assault or attack team reduced everyone elses fun. Because they end up being the last person alive on their team hanging back at their spawn, not trying to achieve the objective waiting for the last defender to walk into their sights. So 18 dead people watch them sit for two minutes while nothing happens while the last defender defends the objective and time finally runs out. That isn't fun, that isnt' playing the game.

    --
    Don't moderate flamebait as Troll. Know the difference or you will be Meta-moderated.
  151. *applause* by Anonymous Coward · · Score: 0

    Here we have a truly rare specimen, the meta-troll. Notice how it lambasts the mislabelling of disruptive players as 'trolls', points out the traditional definition, and demonstrates it as well by inviting a storm of irritated replies from unsuspecting slashdotters.

    -- jhantin, posting anon so I don't get slammed for being offtopic or feeding a troll :)

  152. Possible technical cheat solution? Critique away.. by MagicMike · · Score: 2, Insightful
    I'm sure I'm not the only person that quite playing Quake III because of the cheating due to proxy bots, etc.

    How to stop it?

    The usual problem is that the client software is untrusted, so you can't do anything unless you take a netrek like approach and design the game with non-instant weapons and then clamp down data transfer so bots can't see more than humans and perfect aim doesn't help.

    That sucks because it doesn't reward good aim, and we're limiting weapon design due to some technological limitation instead of a legitimate game play problem.

    What if you changed the equation and made the client software trustable?

    My proposal would be to have the game engine take a dynamically loadable module for the networking and security checks.

    Have the module by crypto-summed and verifiable, have it verify the client, and have it control the network interaction (all encrypted itself).

    Now set the server up to generate these modules on the fly for each map, and force the player to download it on each map cycle, thus getting a new encryption seed/key to protect the network tunnel (no more proxy bots!), and constantly verifying the client (no client side hacks!)

    I think this is a lot of hand-waving, and may not be possible, but OTOH, it might be. What would be left to do to plant a seed of trusted code on the client and then leverage it to trust the whole client?

  153. What will really end up happening by insane8 · · Score: 1

    The hackers, trolls etc... will still find a way to crack the software no matter how complicated it will be to do and it will just be harder for the casual users and newbies to cheat. At least now the newbies can fight back and cheat just like the hackers/trolls.

  154. If you're not cheating, you're not trying; PSN's by uofa1993engrmath · · Score: 1

    Yep. The hard core gamers are the ones that cheat. That's what it's all about. It's just like in real life. People take viagra and get breast implants, and none of this is fair, either, but if you're out to win, then you should take any and all opportunities to do so. But if it involves actually killing other people or something similar, you might want to check whether it's illegal or not, because you don't want to get thrown in jail or executed, because then you'll be a looooser. Cheating on your spouse is ok, too, because everybody does it, and it's only a problem if somebody finds out.

    So, I say go ahead and cheat. If you can't beat them, join them, right? So, all online multiplayer games will eventually evolve to the equivalent of nuclear war. You press "fire" and everybody else in the game dies, except for you. Of course, everybody else has the same power, so you've got to be the first one to hit "fire". The games will be pretty short, and not all that interesting, but hey, that's what it's coming to.

    Physically, you'll look like those people playing the slot machines in vegas, just clicking, and clicking, and clicking away at the button as fast as they can. But since this is on your computer in the comfort of your own home, you'll eventually figure out how to download a program to do the clicking, clicking, clicking for you,and you can just leave your computer on and go off and do something else more worthwhile, like sleeping with someone else's girlfriend (or guyfriend).

    But seriously now, I would have liked for Intel to continue to put serial numbers in their processors, because then what you could do in a game like CS is blackball individuals instead of IPs, and there could even be a central blackball list on a main server, where if someone got blackballed from, say, 4 servers, then they'd be blackballed from the game entirely. Until they got a new processor.

    I mean, who's afraid of having a serial number on their processor? I have serial numbers on just about everything else. Heck, my mouse's serial number is LZB6242191, and I don't feel violated by THAT having been made public. If you've got something to hide, then you must be a bad person, like a terrorist. That's how I see it.

  155. PC games are big by yerricde · · Score: 1

    (Background: Somebody hates it when the game's original storage medium is used as a dongle for the game because (s)he doesn't want to swap discs all the time. I responded by asking "what do you want, a disc changer for your game console?")

    I think he's talking about PC games.

    A dual-layer DVD-ROM disc can hold 8 GB of data. A low-end to midrange PC typically comes with 40 GB of hard disk space. Are most players willing to devote 8 GB of that to storing a full copy of each game they play?

    --
    Will I retire or break 10K?
    1. Re:PC games are big by martyn+s · · Score: 2

      That's a separate question. You asked if he thought gamecube should come with a CD changer.

      Most PC games keep stuff on the HDD and use the CD to prevent multiple installs with one CD (you have to have the CD to play just as a security measure).

      I know of no games that use a full 8 GB, anyway. But even if all games did have 8GB, I have 150 GB of space, not 40, so doing a full install should at least be a custom option.

    2. Re:PC games are big by yerricde · · Score: 1

      Most PC games keep stuff on the HDD and use the CD to prevent multiple installs with one CD

      They may also play cut-scenes from the CD or DVD if they use FMV rather than the game engine for cut-scenes.

      I know of no games that use a full 8 GB, anyway.

      Final Fantasy 7 (PC version) and Final Fantasy 8 (PSX version) were each four CDs (2.5 GB). Final Fantasy 10 (PS2 version) is a DVD. Some newer PS2 games have begun to come on multiple DVDs. Think of how big Final Fantasy 12 will be.

      But even if all games did have 8GB, I have 150 GB of space

      When you rip CDs, do you store the files as wav/shn/flac too? <Valenti>Among consumers, only a hardcore pirate would need that kind of hard disk. Congress, please ban possession of such storage devices without a license.</Valenti>

      --
      Will I retire or break 10K?
  156. Federation by Basselope · · Score: 1

    Wow, been a while since I've thought about that. Have a lot of good (and bad...) memories as Opus.

  157. Fond Cheating Memories by org.earth.Citizen · · Score: 1

    My first exposure to widespread cheating was playing StarCraft on battle.net, when in just a few seconds into a 3 on 3 game, all 3 of the enemy players would charge into my base with a massive zealot rush, and I don't care how good of a player you are, you're not surviving an early game zealot rush by 3 players. I always wondered how they knew exactly where I was before even exploring the area...very frustrating. It seemed whenever Blizzard released a patch, this type of early rushing behavior would stop-- for a week or so, then start up again. Then once I learned of the widespread use of the map hack, I had to get it-- not to cheat, but to level the playing field. Sort of the old balance of power thing. Blizzard would never mention addressing the map hack in their patch release notes, but obviously a new map hack would be out within a week to circumvent the latest patch. The cheating was so insane and widespread, that before playing with strangers (when lounging in the pre-game chat room) I actually encouraged them to find the map hack and install it. Most of them feigned ignorance of its existance (yeah right).

  158. Kernel-level MITM by yerricde · · Score: 1

    So how does your cracked kernel decrypt the packet?

    Classic man-in-the-middle attack. Watch the game in a debugger to discover the protocol, and then patch an aim-enhancer proxy (or whatever) into the kernel's TCP/IP stack.

    --
    Will I retire or break 10K?
  159. Please... by dh003i · · Score: 2

    I played Descent 2 for a long time on Kali, and there were always lots of cheaters. No need for Interplay to crack down.

    Come on.

    The fact is, most people don't use the hacks, thus its not a serious problem. Of those who do use the hacks, many of them only play against other cheaters.

    The solution is to give the host of a game -- the person who started it -- the power to kick users out of the game temporarily or permanently; also give them the power to permanently ban IP addresses from that game.

    I played Descent 2 on Kali for about 5 years (now I play Descent 3), and cheaters were never a serious problem.

    Also, everyone seems to accuse you of cheating when you're just better than they are. "You move so fast in Descent, you must cheat"; "No, I just use triple strafing: travel in 3 directions at once".

  160. Grand Prix Legends by Anonymous Coward · · Score: 0

    I'm a big Grand Prix Legends fan, and there is a pretty big community that has built up in the past three years around this game.
    It's a racing sim, set in '67 and the cars are vey very difficult to drive. Cheating is really easy, there are programmes used to make new (slower) cars that could easily be used to make faster ones too, and no-body would now. The ranking system relies on a text file!

    Yet no body cheats. The game requires a fair amount of skill, and by the time you've learnt how to get the car around the first turn, you've giben up on the idea of being a cheater or a troll and become an addicted player.
    So perhaps the games people need to make better games, ones that take a few weeks practise to do even basic things (think how long it would take to learn to shoot like a sniper) and people might care enough not to want to cheat.

  161. Dumb Terminals by Vegan+Pagan · · Score: 2

    One possible answer is dumb terminals.

    Once broadband gets the speed and latency necessary to run a videophone, it'll be enough to run games as a dumb terminal. Online games could, instead of storing and running the game on the player's local computer and sending only the most critical data over the line, run entirely on the server, sending only I/O data over the line. The code would reside and run on a few dozen servers under the developer's and publisher's control, rather than on millions of hard drives out of their control.

    This would not only make cheating hard but it would also make copyright violation hard. It would also go against how people like to use their PCs, so this system would probably run on some living room box that AOL will rent to you.

  162. Taking it too serious... by dh003i · · Score: 3, Interesting

    And the anti-cheating organization? Come on. Don't these people have lives'? Its just a game. Lets not bring this to the level where we destroy the game because we take it so seriously, which sucks the fun out of it (prime example, chess). Also, many non-cheating players have no problem playing with players who use cheats.

    When I played Descent 2 on Kali, I used to play against some of the people who had hacks so they could fire two EarthShaker missles at a rate as fast as Gauss cannons. It made me better, and was fun.

    1. Re:Taking it too serious... by JohnCub · · Score: 2, Interesting

      I have to disagree with your post. I've been around many online gamers and I've not met a single one who thinks cheaters make them better. It is unfair to try to compete in an area where the odds are completely in the other man's favor. The world is not about fairness, but online gaming should not offer one player any advantage over another.

      --
      -= Why can't I add 'Anonymous Coward' to my list of Foes? =-
    2. Re:Taking it too serious... by tRoll+with+Butter · · Score: 2, Interesting

      How about we deal with it like smoking?

      Welcome to the Quake (umpteenth version) server! Would you like the cheating or non-cheating section?

      Seriously though... Some people such as myself suck so bad at FPS that the only way I'd consider playing online would be with some kind of advantage. Getting my ass handed to me all the time just isn't fun. Game companies either need to allow cheating on certain servers, or adopt a help/handicap option for players who basically suck. No disrespect to hardcore gamers, but some of us simply want to play a game every once in awhile - not usurping all our free time to practice some game. At least playing offline you can adjust the bot skill... Online, the "newbie" or "novice" channels seem to be full of experts getting their jollys off by fragging inexperienced players. Tell me, how is *that* not cheating?

      --

      ---
      Siggy, siggy, siggy, can't you see? Sometimes your puns just irritate me.
    3. Re:Taking it too serious... by JohnCub · · Score: 4, Insightful

      Online, the "newbie" or "novice" channels seem to be full of experts getting their jollys off by fragging inexperienced players. Tell me, how is *that* not cheating?

      I understand what you are saying here and I call this "dirty playing" but not cheating. Cheating is running a program / plugin / etc that specifically allows you an advantage. I've never become very good at any online games, though I have tried from time to time, specifically in the Half Life (and mods) areas. When I suspect someone to be cheating I go into spectator mode to see if they are just hella good or if they are walking through walls. When they are walking through walls or making shots that are simply unbelievable (through the wall, through the post behind the wall, straight between the center of the eyes), I give up. I can accept being owned by a better player. I cannot play if I am being owned by a cheater.

      And in that case, the odds of me using my personal purchasing power to get another online game? Not gonna happen. Who is left to suffer from this? Well, the cheaters have one less PLAYER to kill and the game companies won't be getting their part of the purchase price from my wallet.

      --
      -= Why can't I add 'Anonymous Coward' to my list of Foes? =-
  163. Hit them in the wallet by sasami · · Score: 2, Interesting

    Seems like you could eliminate a good portion of the MMORPG cheaters by imposing real-world penalties. Like, say, $75 per offense after three warnings. This would be particularly effective against twelve-year-old scrubs who need to learn that anonymity isn't a blank check... and whose parents are probably not thrilled with the $15/month fee in the first place.

    Of course, there are obvious obstacles, else we'd have seen this done already... I suppose even a single false positive is unacceptable (for public relations if nothing else). But you don't need to nail every cheater; you don't even have to come close. Stick to verifiable, airtight cases -- by keeping logs, for example, to complement the human GMs used today -- and then make big, flaming examples of them.

    This wouldn't replace technological solutions. Ideally, it would bring the amount of cheating down to a level where anti-cheats could be more targeted and perhaps therefore more effective.

    I wonder if this might be inviting lawsuits... but considering the Evil that's already present in the typical EULA, I wouldn't expect any problems. IANAL.


    ---
    Dum de dum.

    --
    Freedom is not the license to do what we like, it is the power to do what we ought.
    1. Re:Hit them in the wallet by JohnCub · · Score: 1

      I think this is an excellent idea. Make it real, put it in their back yard. Make cheaters pay to cheat, and make the fine stiff enough that their gained status from cheating is not well worth it!

      And by making fines, the parents are sure to find out the kids are cheating. I can visualize the conversations now:

      Parent: You were cheating?
      Child: No, they had the wrong guy.
      Parent: but this printed log we got in the mail clearly shows you were cheating.
      Child: Umm, I was being hacked.
      Parent: Oh really? Perhaps its time you stopped using the internet due to security risks...
      Child: OK, I was cheating but it was just that once...
      Parent: Well, you've lost your internet privileges for just this month. Next time it is until you start paying for it yourself. [pause] oh, and you won't be playing THAT game ever again.

      --
      -= Why can't I add 'Anonymous Coward' to my list of Foes? =-
  164. Re:Another idea- have the cheaters rat on themselv by Anonymous Coward · · Score: 0

    With both Opengl and DirectX, that would require a depth read from the graphics card's vram. This is sloooowww. It would cut a games' fps by more than half.

    Check out the manpage for glReadPixels, for example.

  165. Proofread! by prestomation · · Score: 0

    "Considering that on-line gaming may become the major revenue source for game makers over the few years, maybe they will actually do something about it." It seems you could proofread these things before you post them! What sense does "over the few years" make?

  166. Funny by The+Cat · · Score: 2

    Game publishers are obviously listening.

    Interesting how they are always listening when it's 400,000x$15 per month, isn't it?

    They often weren't listening when the Sims was being pitched, by the way...

    Just an observation...

  167. Re:Possible technical cheat solution? Critique awa by Anonymous Coward · · Score: 0

    Hmmm yes.

    This is possibly the best method I've read so far, as I've had the same idea before, this is possibly the only method that will make it agonizing for the pranksters out there to get around.

  168. Man-in-the-middle problem by Prof.Phreak · · Score: 2, Interesting

    With encryption in place, man-in-the-middle is avoided...

    Are you sure? Man-in-the-middle problem is a LOT harder to "fix" than just introducing encryption. That's the whole issue with online bots, and such: there is no easy way of making sure you're talking to the authentic client or to some proxy (I think John Carmack even said something of the sort in one of his .plan updates). Only decently workable way so far was to keep the communication protocols secret (and encode data to make it hard to figure out from just sniffing the packets), but that hasn't worked well anyway.

    The client can always be decompiled (no matter what licensing you put on it) and encryption algorithm extracted, which would enable a custom program to make a totally authentic connection to the server. No way to prevent that.

    --

    "If anything can go wrong, it will." - Murphy

  169. Rules of Engagement: great idea for games. by MsGeek · · Score: 2

    This is more than fair, and actually makes sense from a realism perspective. Real armies have to obey rules of engagement, why not gamers playing a military FPS game? The more I hear about "America's Army" the more I like it. Good going, Uncle Sam.

    --
    Knowledge is power. Knowledge shared is power multiplied.
  170. Cheating can be stopped, but "cheating" can't. by Anonymous Coward · · Score: 0

    The main enabler of cheating is poor protocol design.

    Thus the main people to blame are the kiddies who are writing the games without adult supervision, so that the protocols don't have holes.

    If you keep all the data on the server, it can't be manipulated; this was the big problem with "Bolo", and why, when I cloned it for X Windows,
    I changed the protocol. The AppleTalk version used a "turn token", and the consensus reality was modifiable by any of the clients -- there was no server. Netrek was my model for the server
    protocol, but it had its problems, as well.

    One of the issues that a server designer needs to consider is the "reveal". A lot of games, e.g. Quake, etc., send all position information down to the client all the time. They don't take into account visibility. Because of that, position information on non-visible opponents is revealed to the client, which is then trusted to not expose it to the user.

    Assuming that you close all the protocol holes, keep the state information on the server, and permit clients only a restrictied "view" onto the data that would be visible to them (e.g. making the walls transparent doesn't give you position information on opponents, because the information isn't sent to you if there is an intervening wall), that leaves only "bots".

    It's always going to be possible to put a man-in-the-middle between the server and the client, if only for your client. This means that, even without source code, your aiming can be uncannily accurate, as can your choice of weapons, and your decision to fire.

    The only thing that can avoid this is crypto between the client and the server, and that won't work.

    Some people claim that it won't because of the overhead of computing crypto at the server; there are SSL proxy and VPN hardware that makes that into a lie, until you get up to several thousand clients, and then you can always gang the hardware to add more clients.

    But. As long as the protocol is proxyable through a firewall, it will be subject to trivial man-in-the-middle attacks. Likewise, any technique (e.g. "blessed binaries", ala Netrek) that attempts to communicate over such a link can be man-in-the-middle attacked, if only by making the proxy into a client and a server, instead of a mere transcoding device.

    So the best you can do is trim it down to "bots" with incomplete information.

    That would still be a heck of a lot better than what's out there today.

    Kids these days just don't understand protocol design. 8-(.

  171. yes by Anonymous Coward · · Score: 0

    just for you

  172. play kohan instead by Anonymous Coward · · Score: 0

    your brain will thank you

  173. online games... by Anonymous Coward · · Score: 0

    it's not troll and exploitors who make the game hard. it's the gaming companies responding to exploitors and cracking down. bugs like "dupes" and instant skill gain don't hurt anybody. but instakills and othernonsense

    unless of course this isn't talking about mmorpg then well i guess it does matter.

    plus i hate newbies so screw em

  174. The best anti-cheat I know is... by Uncle+Gropey · · Score: 1

    ...to have enough admins so that there is usually one on a server, and after certain regular players on a server have been there long enough to determine whether they have any common sense or not, make them admins too, and ID ban anyone who cheats. I know a few servers that are run like this and they are by far the most fun for me the player, as well as being the most popular (and populated) servers.

  175. Re:MOHAA trolls (er..RTCW trolls) by spunkykuma · · Score: 1

    Same results in RTCW multiplayer as well, trolls and jerks blocking doorways, spawn-killing, shooting teamates intentionally, mouthing off in the chatline. Also the opponment using a flamethrower and going to his enemy's respawn point and flaming everyone upon spawn, I've only played this game for a month and half and I've seen it all already.

  176. An argument FOR pay to play by artemis67 · · Score: 2

    An online game that I've been playing for a veeeery long time (Tanarus) used to be subscription-based, went free for a year, and has just in the last month gone back to a Pay-To-Play model.

    Why?

    Well, server costs and bandwidth costs, sure. But, this game is 6 years old, so the server costs are SIGNIFICANTLY less than they were when the game was in open beta in 1996. And, this game is owned by the same company that makes EverCrack; they've got bandwidth to spare.

    Business issues aside, I think the major reason they went back to a Pay-To-Play model is that the cheating was getting out of hand. We see it in every other game; the older a game is, the more the code has been hacked, and the more cheats there are available. Verant wasn't terribly attentive to the Tanarus community once the game was released comercially, but one thing they *did* do was to issue regular patches to block cheaters. The big problem was, they wanted to just set up the server and move on to other things. However, the cheaters required them to commit some ongoing development time. And this past year, the cheating has been worse than I've ever seen it in the game.

    They dealt with the cheaters in a very direct manner -- they canceled the person's login account, erasing their scores, and banned their IP when possible. The big problem was that most cheaters would simply recreate another free account, and use a different IP to log in (obviously, not a problem for dial-up or most cable modem users). I remember one guy saying that he had been banned 36 times in two days. Yikes!

    The solution for Verant was to crank up the subscription model again. They aren't charging that much ($7/mo., but they bundle two other games with that). Credit card is required, no checks and no debit cards. Immediately, most of the unsupervised kids are gone (for better or worse) since they don't have CC's. Secondly, no spoofing of account information; you have to give accurate billing information, and you are now traceable through your credit card company; entering fraudulent info here could get you in trouble with the CC companies, who have deep legal pockets. Third, you are limited to the number of accounts you can launch by the number of credit cards you are able to use that have different names on them; no more infinite #'s of accounts. Fourth, Verant now has an easier time with legal recourse. IANAL, but I believe the fact that money in changing hands undeniably establishes that the player has entered into a contractual agreement with Verant to abide by the Terms of Service. There has always been a TOS screen that everyone has to click through in order to join the game, but I honestly don't know how that would stand up in court by itself.

    We would all like for online gaming to be free, but charging for games, even if it's just a token amount, is a powerful tool for game companies to crack down on the hackers. The era of free online gaming will be drawing to a close in the near future, and not just because of profits. Hackers are pushing the game companies to it.

  177. How else do you achieve trusted hardware? by yerricde · · Score: 1

    I fail to see how hardware can only be trusted if it's got government-approved DRM

    If the government doesn't enforce DRM measures (through DMCA, CBDTPA, and other laws that haven't been passed in CANADA), crackers will be able to emulate the DRM and get away with it.

    so you must consider yourself an expert on the issues

    I've read the bill, and I see no other way of achieving a trusted hardware environment.

    And Mallory? Wasn't she the dumb older sister of Alex P. Keaton?

    Mallory is one of the "bad guys" in Applied Cryptography. Others include Eve and Oscar.

    --
    Will I retire or break 10K?
  178. bleh. subjects are so useless by dcviper · · Score: 1

    In UT 6 kills in a row makes you GODLIKE

    In Quake, 2 kills in 2 seconds earns you "EXCELLENT"

    In CS, six kills in a row is "Kicked By console".

    but i wonder if in Americas Army : Operations, its going to be "Wanna join the army?"

    --
    Ummm, err, say what, now?
  179. Less than perfect gamebots... by gd23ka · · Score: 1

    Even in a setup where the computer's job is only to render the graphics, output the sound and return keystroke and joystick movements to a secure hardware, some bots would _still_ be possible. It's kind of like how the analog hole prevents any and all copy protection schemes from working: in this case, if you can see and hear it, you can play it, and so can your bot.

    I could imagine in the worst case a bot that would do some limited image recognition on the graphics he extracts from the framebuffer or a dummy graphics driver to walk through the gameworld, recognize enemies and then blast away at them. More likely that the bot would be able to intercept commands and data sent to the graphics driver and start form there.

    Cheating with bots is not only a problem limited to online gaming. As a matter of fact many ad schemes where they pay you for clicking ads suffer from bots, and have put a lot of effort into developing heuristics to tell an user from a cheater. The cheaters in turn retaliated by making their clickbots more and more human-like in their behavior and so in turn you will find slightly less than perfect gamebots once you start eliminating perfect players.

  180. Why hardware dongole=bad by Anonymous Coward · · Score: 0

    I for one don't want to go back to the bad old
    days of hardware dongoles and copy-protected floppy disks, for reasons incuding these

    )Possibility of hardware failure.

    )Possibility of hadrware conficts

    )Getting the game handed down to you, only
    to find that the person giving it to you lost the
    #$#$#$ dongole years before

    )in the case of copy-protected floppies, you couldn't just
    back up the software, and often you would have to *buy* a backup
    copy from the company who wrote the program. Not to mention
    if your only copy went bad, or your hard disk crashes after
    they key is transfeted to it (some schemes would
    do this and wipe the key off of the floppy. You
    had to run an uninstall program to get the key
    back on it). Not to mention being SOL if the company
    goes out of business.

    There is a reason why users revolted against copy protextion
    in the 80's

  181. See some grown hackers cry... by gd23ka · · Score: 1

    That is not entirely true. It is more likely you meant to say that most dongles schemes are easy to crack and I'll agree with you, because the program executes on the PC and somewhere along the line the dongle is going to eventually decrypt the program code. Things get very interesting, however, once parts of the program are located on a remote server and the dongle is used to authenticate to the server or parts of the program run on the dongle itself.

    There is some awesome military grade security hardware out there which I promise you, no norwegian 14-year old is going to hack over the long winter nights. One example of what would really make some grown hackers cry is this little device here.

    1. Re:See some grown hackers cry... by Anonymous Coward · · Score: 0

      "One example of what would really make some grown hackers cry is this little device here [chrysalis-its.com]."

      That's not for a game though, it's for encryption for PKI where the other party is not on the same computer. In a game or app, most times the key and the code are on the same computer. That is what makes it vulnerable.

  182. Some games don't have single-player by yerricde · · Score: 1

    Perhaps a newbie should learn how to play before joining a game. That's why there's a spectator mode and a single player game!

    In some games, either there is no single-player game (EverQuest, Ultima Online, Final Fantasy 11) or the goals of the single-player game are completely different from those of the multiplayer game (Tetris, Dr. Mario, Yoshi's Cookie). In some games, a player can beat single-player on the hardest setting with one hand tied behind his back but get creamed the moment he plays another human being.

    You think he's just going to jump on in and start playing without first watching for a bit to see how it's played?

    Meatspace basketball has a spectator mode, called ESPN, part of the Disney entertainment conglomerate. But basketball doesn't have a single player.

    I was more concerned about the new player who knows the rules after having watched several matches, but whose gun hand slips and shoots the wrong player.

    In a related note, the new America's Army game

    Will have an intensive single-player training mode. I was merely commenting that some other games don't offer a good tutorial.

    --
    Will I retire or break 10K?
    1. Re:Some games don't have single-player by prockcore · · Score: 2

      "I was merely commenting that some other games don't offer a good tutorial."

      True.. and there IS a balance. But I think any game that doesn't have a "practice round" for newbies isn't very smart.. why alienate your new players? They'll just take their $10 a month someplace else

      You mentioned Ultima Online. UO has "Haven" for newbies.. only newbies are allowed in Haven, and you can't attack another player in haven. Of course not that many people like haven, or the idea of haven. They think UO "coddles" the newbies too much. Ignore them, they're crotchity jerks who think UO belongs to them. :)

  183. Have people monitoring cheating 24h by Anonymous Coward · · Score: 0

    Have someone or somen monitor the game 24h. If they detect cheating, kick off the cheater. If it is a per-pay game, then the cheater would lose his prepaid money (which is paid after evaluation period).
    h

  184. Attracting new users will always be a problem by jbridges · · Score: 2

    You don't need cheating to ruin a new users experience.

    As long as you have uniq IDs, and some degree of anonymity, you will have "better" players (either by skill or cheating) wanting to beat lesser players. It's some sort of easy ego boost I suppose, or the joy of bullying?

    A simple example is Yahoo chess. I had a business associate admit to me that he regularly plays online, but uses chess software to beat all comers. He said the number of new players had steadily declined to the point where he didn't play much anymore because all the other players left were cheating as well (they even discuss what chess software they use in chat).

    Even in legit games where there is a constant battle against cheaters (like many Unreal Tournament servers), what do you do when the majority of players still playing (not exactly a new game) are experts who are so good the game isn't fun anymore even for intermediate players (like myself) let alone new players? You can never attract new users to online play of Unreal Tournament because the existing userbase is too experienced.

    This may be less of a problem where players don't compete with each other, but instead work against non-player characters (like in EQ). But in true competition games I don't see any easy answers even if cheating is somehow completely supressed.

  185. It's only slightly harder than you make it appear by gd23ka · · Score: 1

    I remember cracking Space Quest III like that. I believe cyl #15 on head 0 of the 720K floppy disk was written with a bunch of odd sized sectors (n > 512 bytes) overlapping each other. There was no way I could copy it with the fdc in my PC, so I didn't even go looking for the function that read and evaluated that track. Instead I intercepted BIOS INT13, checked for reads to that track and just gave out the same data as a fdc would read it.

    I defeated the protection to Larry II in a similar way. Larry II would force you to lookup the phone numbers of random women in the accompanying documentation before it would start. For its random function it went through BIOS INT1A to get the time. Again I didn't feel like wading through Sierra's code so I just hooked into BIOS INT1A and let it return the same time value whenever it was called and henceforth Larry II always ask for the same womans phone number.

    I defeated the protection of a major Production and Planning System (PPS) package for the AS/400 with about 5 lines CL code (and a weekend of tracing through all the CL and RPG program objects it called). It involved deleting a program object and replacing it with a dummy program object that would return the parameters it got exactly the way it got it. Winded up installing the "fix" too, at customer sites upgrading to a new AS/400 which would get you a different machine serial but that's another story :-)

    All of these crimes were committed long before the DMCA and in another jurisdiction, at a time when you had to park your Pinto half a mile away from your cubicle, Ashcroft.

    When I first got NuMega's SoftIce I took it for a test ride to a certain piece of software that lets users click their way through a zip file. I set a breakpoint on the registration dialogs's dialog function and went from there. Turned out that the program would calculate the required serial number from the user name given and would compare the serial it came up with to the serial number I typed in the registration dialog. You know who you are :-)

    Those were the days, and I suppose your approach would be very valid for the scenarios like the ones I listed above but even makers of copy protection have become a little smarter. Nowadays you have convoluted binary code generated by a code generator that takes your unprotected application binary, encrypts it and embeds it into a cesspool of phony decoy and tamper protection code. Somewhere in there is of course also the code for talking to the dongle and decrypting/reencrypting the application code, good luck finding it. Extracting the application code and piecing it together again should be a piece of cake then :-). (Automated protection schemes have also been cracked, when people discovered regularities in the obfuscation code generated by the code generator.)

    Anyway... as long as the code is loaded on and executed on a computer I have control over, it is hackable. It's just not as simple as you make it sound.

  186. Cheating by Anonymous Coward · · Score: 0

    Cheaters are everywhere. I guess its part of human nature to want to win at everything, even if it means making a jerk of yourself. As for a solution, I have only found a few things that work quite well. One and very old is from the days of mechwarrior 2. THere use to be a program known as mechlabmaid that would tell you the stats of anyone you fought against. It would easily show if something had cheated and added tons of armor or heat sinks to their mech. It was one of the most effective tools I knew of at the time that could catch cheaters and PROVE, that being the hard thing now, that they were cheating. This program was run on the clients computer and never effected the gameplay since all it did was watch what happened. This would be a great tool to use in a counterstrike game where people can hack armor and gun damage ratings. Two and more recent is to have an active admin staff on a server. I am an admin for a counterstrike server and its easy to tell when someone is cheating. The server I admin always, and I stress always has an admin on to make sure the game play is far. The owner of the server has also enacted a blacklist of WON ID's so that any cheater caught can never play on the server again unless they get a new CD key. Between those two things, the server stays pretty cheater free consider all admins have the right to not just kick a cheater but humilitate them for even trying to come on the server. Llama, slap and kill are fun commands to enact on the OGC hacker running around the server. Lastly. Yea I am sure you all want me to hush by now, but lastly I think the game developers need to take into account what might be exploited. I know everything cant be forseen but it seems like certain things are left open that would be obvious cheat points, like the bunny hopping in counterstrike or the armor cheats for mechwarrior. Unfortunately I have to say that I can understand why some people cheat. In games like counterstrike its not always skill that makes you a good player. Anyone can click a mounse on a target, its the snappy reflexes that are different between every player that are key to many games. Newbies are outclassed by server regulars and honestly I am sure it cant be fun. Espically with 3d shotters. I know. "Go to another server" well thats a whole other issue. I dont agree with cheating and I do my part on the server to stop it but I think what we need to do is stop taking the games so seriously that lamers and trolls can control a server. I am sorry but anyone that gets so mad to leave a server when someone pops on with a cheat needs to turn off the computer and walk outside and notice things they probably havent before, like the trees, birds and most importantly, sunlight. Honestly I dont think there is ever going to be a cheat free world cause for every good anti-cheat programer, there is an equally good cheat programmer.

  187. That's a fallacy... by Svartalf · · Score: 2

    Quake I/II/III were or still are closed source. Before the source release of I and II, there were a plethora of proxy cheats, etc. out there and the sources were closed.

    Solving cheating requires NOT trusting the client- EVER. If you can come up with a playable game that meets that criteria, you'll have a relatively cheat-proof system. Problem is, that's really compute intensive and bandwidth intensive to not trust the client.

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
  188. He's wrong all the same... by Svartalf · · Score: 2

    There were hacks and cheats for Quake II before the source release. There's hacks and cheats for Diablo and Diablo II. There's hacks and cheats for most games out there. All of those are closed source or were at the time the hacks and cheats were made.

    Security through obscurity doesn't work anywhere near as well as people keep thinking it does.

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
  189. A Contrary opinion by Anonymous Coward · · Score: 0

    Well, my perspective, -which it should be said
    is mainly from the FPS [quake] ideology- is that
    Cheating is not the big problem that people
    make it out to be.

    Sure, there are cheaters. I run into them
    regularly. I, however, take a different tack.
    I realise that the replayability of the game for
    these people is going to turn out quite a bit
    lower than someone who really loves the game.

    If one bides their time, those people
    eventually stop cheating or drift away from the
    scene altogether. Playing the game in
    perpetual godmode just isn't very rewarding.

    Now, I can see how this is a slightly
    different beast from a MMORPG that has linkages
    between game-world and real-world economies
    (ebay items, etc)
    But, I'm prepared to put up with this type of
    cheating as well, for the same reasons.
    The type of people who would cheat to farm items
    only to sell are in effect nurfing those items in
    the long run. The rules of supply and demand will
    state that if continuing unchecked, they will
    eventually make those items easily obtainable and
    thus less effective and finally making less
    real cash for them.

    As for the companies who want to curtail cheating
    because it infringes on their profits in a
    pay-for-play system, I say SHAME ON THEM! The open
    ideals of a Free for play model produces a richer
    and more diverse mod community and followers who
    really have a passion for the game they play.
    (ex: compare the number of Q3 mods to the number
    of EQ mods)

    Finally, there's the issue of player
    accountability towards their peers. I've often
    found that people accuse someone of cheating if
    they are being beaten by that person persistently
    or in exceeding measure. Though, I've ALSO seen
    players of high skill defend those that they KNOW
    are not cheating because they've been in the game
    long enough to spot the difference between
    someone who is cheating and someone who is just
    THAT GOOD. Over time, one builds a network of
    trusted peers whom they know are on the level.
    And, just as certainly, one also builds the
    ability to not only spot but work around the
    various types of cheats that are known to exist.

    In summary, I say, if they want to cheat, let
    them cheat. As a player, I will treat it as a
    weapon that I must rise to overcome if I am to
    consider myself successful at playing the game
    legitimately. Game companies
    should take id's cue and make it as difficult for
    the casual person to cheat as possible without
    compromising any aspects of the game that would
    be visible to the user (this is in terms of
    usability or even convenience.)

    PS: Nightmare bots cheat.... do I care? Nope.
    It makes it even more rewarding to beat bots that
    have an inherent unfair advantage, more
    rewarding still to do that with real people.

  190. Approach? by sperling · · Score: 1
    I'm working as developer of a to-be mmorpg, and will probably be the person on our team that has the main responsibility for anti cheat.

    Most of the current games have, IMNSHO, approached anti-cheat totally wrong, by assuming that the game clients are "trusted" and then patching/updating against specific cheats whenever one is found, always lagging behind the cheaters.

    Our approach to prevent this is simple. "Trust noone", meaning dont ever assume the client send anything valid. Check it on all levels, then let the world simulator have the data and perform game logic related checks. Use external tools (on the server) watching for patterns and report to staff if thresholds are passed, this should catch most bots used to "train" a character. Make sure that things like e.g. "wallhacks" are impossible, simply by providing the client with only the info the server thinks it should "legally" be able to see. If you enter a dark cave, and use some cheat to get light, it's useless because the server knows the cave is dark and thus never told you about any items in it.

    This can ofcourse be a bitch to actually implement, the amount of processing power required to do more or less fuzzy analysis of all data will be very noticable. But, the gain is simple, we will prevent simple cheats and catch the more advanced quickly. And, as or eula most likely will state, we catch you cheating your account is gone and you end up on our cheat statistics page. Since the gaming industry is about money, we will put a lot of effort into the parts of it that are important to make the customer base keep paying us money, and a gaming experience that isn't destroyed by cheaters and trolls we believe would be pretty high up on the wish list.

    --Erik

    --
    The next great MMORPG.
  191. US government lingo by Anonymous Coward · · Score: 0

    Cheaters are hackers. Hackers are terrorists. There is a war against terror. Fire up the F16s and drop daisycutters on their puny little homes!

    ;)

    Well it'd work.

  192. MMPOGS - Cheating solution, Make a better game by Anonymous Coward · · Score: 0

    The real problem isnt making a game that prevents customers from cheating, but making a game that dosn't intice people to cheat in the first place.

    In fantasy MMPOGs like Ultima, Lineage, or Ragnarock you spend the majority of your time repeating the same tasks over and over again, and for what? You get to advance to a new level of repetitive tasks. Just equiping your character for even the most mildy of dangerous excursion can require days of mindless mouse clicking. So someone invents a program that does the mindless clicking for you; actually better than you. A computer playing a computer game better than a human. There lies the problem! If the human equation in MOST of the game is irrelevant, why do I need to be around to play MOST of the game?

    Why do people play online games? To interact of course. That is where online games should place there focus. Goals besides the endless collection of things need to be introduced before these type of games are really going to take off. Shoot, with the way things are now, I don't really need the other people in the game. I could just write a script to make them say things occasionally: "Buying this", "Selling that", "Going hunting", "FU". Just the inclusion of a simple political structure would change everything.

    Is it really that important to have people spend hundreds of hours, to make them feel they've earned their character? I don't think so. Do I really need to spend 10 bucks a month doing the same thing over and over again? No, that's called work, and atleast I get payed to do that. Eliminate the desire to cheat, you eliminate cheating.

  193. The other half.... by Kashif+Shaikh · · Score: 1

    Aim cheats have nothing to do with server stored data. It all has to do with the fact the classic protocols requires all players in the field to tell all other players in the field their positions in the field. If you can snoop the positions of people then you can calculate an accurate "from the hip" shot with merciless robotic accuracy. If an aim cheat isn't possible, then you can just snoop the data and realize where the other players are hiding and their positing.

    The problem is, you always need to get data packets encoding the coordinates of visible enemies. How else is the Game's Rendering Engine going to draw players if it doesn't know where other players are located?

    You can do what you want to make revealing the coords tricky within the packets, but when it gets down to it, those players need to be drawn on screen by the engine. Therefore if the engine can player coords from the packet, so can sniffers.

    The way to beat cheaters is to apply tried and true security practices. Don't trust that the machine on the other end of the connection is really a client(so don't feed it any extra data beyond what it should need to know to function). Don't blindly accept any data coming back from supposed clients(does the client really have "permission" do what it is telling the server to do?).

    How are you supposed to implement this? Clients issue events that effect the game world(i.e. I pressed my trigger and fired). The server determines if you actually hit someone or not. The events must be fired off from clients in some context though...ie you can't tell the server you fired a bullet from a BFG, when all you have is a pistol. And you can't tell the server, "I'm at pos A, and now I'm at posA+1000".

    I think, there needs to be a global-wide policy to track actual-player habits. If you find a player within a match having 100% accuracy, you can flag the person as a "cheater warning". Also there should be a policy in place for Team Killers, flagging players to a central authority.

  194. Encrypt Packets with SSL? by sqlzealot · · Score: 1

    A lot of the problems discussed here involve a proxy that analyzes packets and does aim correction etc. Why is it so hard to to encrypt packets with SSL or somesuch? If my browser can do it why can't the average game? What exactly is the performance penalty for packet encryption?

    --
    "Overhead, without any fuss, the stars were going out."
  195. A simple spiritual answer: by Anonymous Coward · · Score: 0

    Such people draw energy from the people they play with when they are superior. With a level playing field, they can't draw that much energy since everybody dies pretty fast no matter how good they are. With bot-playing, they get the chance to suck up your energy. The more frustrated you get at them, the more energy you give them. When talking to other people, they will actually BRAG about cheating or misusing their powers. That irrationality is because they actually get high from doing it. So in their view, it's cool, when THEY get to do it..

    When you socialize with people like this, you feel devoid of energy if you really take notice. That's because they will always suck up energy from others. They tend to attract maschoshistic personalities that have energy to spare and therefore doesn't notice the drain.

    They will usually talk very negatively - focus on negative things. This is the reason they have to suck energy from others. Negative thinking spends energy. Without positive thinking, they need to get the energy from someplace..

    A "successful" drain will tend to be considered "lucky" for no obvious reasons. That's because with all the surplus energy, the person can focus it in directions benefiting him/herself. All the while the people around will be less fit for fight and psyched out. Such a person will ALWAYS leave a losing fair fight after a short while. Maschoshistic people do the opposite.

    These people need to learn to draw energy from their inner source rather than others around them. One way is to share and do service to the people around them (that want help). That will benefit everyone. Such people will often share, with hidden agenda and conditions behind it that they may be unaware of themselves. They need to drop such silly notions and start to trust people.

    If you have paid attention you may conclude: Most people suck up energies from others sometimes. Some are just doing this so much more than others, being more extreme. Sucking up energies from others shouldn't really be necessary.

    Though, there's nobody else you can start working with than yourself.

  196. Re:Question. [OT] by duren686 · · Score: 1

    Those things cost a ton of money. I don't want to pay megabucks to be able to ultimately stick dongles into my computer.

    --
    Y2K Compliant since the late 1890s
  197. Blacklist by AndyChrist · · Score: 2

    " Michael Bacarella, a New York software developer and aficionado of online action games such as "Doom" and "Half-Life," envisions a system similar to eBay's feedback ratings, with game companies maintaining a central repository where players could rate one another for honesty. The result would be a " network of trust," with honest players given reliable tools to find one another. "

    I'm a glass half empty kind of guy. I want to screen out the assholes.

    And anyhow, a "network of trust" will NOT work. This isn't like Ebay, where you're probably dealing with only a few people a month, or in most cases less. (Even most sellers won't be dealing with more than a few per day) You will not get enough data for positive experiences.

    But people already scream bloody murder about cheating. (Even in Diablo, which is so thorougly CRAWLING with cheaters that to not cheat is to not play) They would GLADLY contribute to a blacklist. It won't work positive and negative...only the negative will get results.

    And I'd take it a step further than this centralized system for each game or manufacturer...centralized blacklists like for spammers would be wonderful. To make it so that once someone cheats too many times in a game, they can't play ANY game online again unless they change ISPs. (One result of this would be that people would guard their serial numbers with their life) The benefits to the industry as a whole might override the competetive pressure for companies not to share such information.

    That would be the ultimate anti-cheating tool.

    1. Re:Blacklist by QuadriplegicDonkey · · Score: 1

      That sounds sufficiently McCarthyesque.

      "Are you now, or have you ever been a cheater?"

      QD

  198. Re:If you're not cheating, you're not trying; PSN' by hemanman · · Score: 1

    Yeah, well, you might change your point of view when some "smart" anti-cheat software busts you because you are so unfortunate to have 5 lucky shots in a row.

    That happend to me in CS, and even though I used several hours complaining to the server admins, I'm still banned from all their servers.

    Now, fortunately, it's free servers, so I really don't mind that much, but think if you paid like 100$ for the game, and 20$/month, and had to buy a new processor just to be able to play again?

    -H

  199. interesting by Grizzlysmit · · Score: 1

    why not have anything goes games as well, i.e. cheating is allowed maybe that would keep some of them happy, of course the really nasty wouldn't go for it (as they want to annoy, upset etc), but it might get rid of some of the pests.

    --
    in my life God comes first.... but Linux is pretty high after that :-D
    Francis Smit