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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."

199 of 504 comments (clear)

  1. 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 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

    4. 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.

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

      viagra is not about stroking one's ego.

      Right. It is for stroking other things.

  2. 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 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.

    2. 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

    3. 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.

    4. 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.

    5. 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.

  3. 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 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"?

    2. 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...

    3. 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.
    4. 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.
    5. 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
    6. 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.

  4. 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 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.

  5. This sounds like a job for.... by HP+LoveJet · · Score: 2, Funny

    Black ice.

    --
    spawn_of_yog_sothoth
  6. 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...
  7. 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.

  8. 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.

  9. 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 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.

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

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

    3. 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....

    4. 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

    5. 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!
    6. 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
    7. 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.

    8. 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.

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

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

  10. 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.

  11. 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 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.

    2. 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
    3. 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.

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

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

    5. 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.

    6. 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.

    7. Re:Public voting by Skuld-Chan · · Score: 2

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

    8. 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.
  12. 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 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.

    3. 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.

    4. 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!

    5. 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.

    6. 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.

    7. 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.

    8. 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...

  13. 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 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.
    3. 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.

    4. 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.


    5. 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.

    6. 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.

    7. 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.

    8. 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.

    9. 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.

  14. 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 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.
    3. 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.

    4. 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
    5. 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
  15. 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 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.
  16. 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.

  17. 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 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.

  18. 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

  19. 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..
  20. 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.

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

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

  22. 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?
  23. 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.

  24. 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
  25. 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.

  26. 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 mav[LAG] · · Score: 2

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

      --
      --- Hot Shot City is particularly good.
  27. 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
  28. 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 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.

  29. 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.

  30. 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.

  31. 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.

  32. 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.

  33. 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?
  34. 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!
  35. 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.
  36. 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.

  37. 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.
  38. 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 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?
  39. 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!"

  40. 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.
  41. 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
  42. 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
  43. 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.

  44. 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 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

    2. 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
  45. 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!
  46. 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.
  47. 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."

  48. 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.
  49. 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.

  50. 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.
  51. 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.

  52. 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.
  53. 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 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!
    2. 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!
    3. 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.

  54. 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.
  55. 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?
  56. 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...

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

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

  58. 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.

  59. 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?
  60. 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 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.
    2. 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

  61. 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.

  62. 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 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
  63. 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.

  64. 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!
  65. 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?
  66. 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?
  67. <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
  68. 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.

  69. 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.
  70. Re:You want a disc changer? by martyn+s · · Score: 2

    I think he's talking about PC games.

  71. 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.
  72. 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
  73. 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.)

  74. 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. ;)

  75. 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

  76. 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.
  77. 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.

  78. 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?

  79. 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
  80. 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
  81. 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
  82. 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
  83. 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?

  84. 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".

  85. 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.

  86. 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.

  87. 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?

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      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.

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      -= Why can't I add 'Anonymous Coward' to my list of Foes? =-
  88. 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.


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    Dum de dum.

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    Freedom is not the license to do what we like, it is the power to do what we ought.
  89. 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...

  90. 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.

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    "If anything can go wrong, it will." - Murphy

  91. 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).

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    Centralization breaks the internet.
  92. 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.

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    Knowledge is power. Knowledge shared is power multiplied.
  93. 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.

  94. 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.

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  95. 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.

  96. 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.

  97. 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. :)

  98. 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.

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    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
  99. 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.

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    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
  100. 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.

  101. 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