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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."

52 of 504 comments (clear)

  1. 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 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...

    2. 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
  2. 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.

  3. 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.

  4. 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 kin_korn_karn · · Score: 3

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

    3. 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.

  5. 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 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!

  6. 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?

  7. 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 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.
  8. 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...

  9. 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.

  10. 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.

  11. 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..
  12. 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 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.

  13. 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....

  14. 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)
  15. 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
  16. 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
  17. 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.

  18. 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.

  19. 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.

  20. 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.

  21. 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.
  22. 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.
  23. 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
  24. 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!"

  25. 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.
  26. 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

  27. 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!
  28. 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.

  29. 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.

  30. 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.

  31. 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.
  32. 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.

  33. 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.

  34. 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?
  35. 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. ;)

  36. 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.

  37. 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
  38. 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: 4, Insightful

      Online, the "newbie" or "novice" channels seem to be full of experts getting their jollys off by fragging inexperienced players. Tell me, how is *that* not cheating?

      I understand what you are saying here and I call this "dirty playing" but not cheating. Cheating is running a program / plugin / etc that specifically allows you an advantage. I've never become very good at any online games, though I have tried from time to time, specifically in the Half Life (and mods) areas. When I suspect someone to be cheating I go into spectator mode to see if they are just hella good or if they are walking through walls. When they are walking through walls or making shots that are simply unbelievable (through the wall, through the post behind the wall, straight between the center of the eyes), I give up. I can accept being owned by a better player. I cannot play if I am being owned by a cheater.

      And in that case, the odds of me using my personal purchasing power to get another online game? Not gonna happen. Who is left to suffer from this? Well, the cheaters have one less PLAYER to kill and the game companies won't be getting their part of the purchase price from my wallet.

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