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EverQuest/Sony Fights Code Wars With Latest Expansion

Perlmonkey has written a summary on the latest Everquest Expansion, and Sony's efforts to thwart those who might wish to to tap into the packets and do things that maybe aren't exactly fair to other players. Or they just want a map that should have been in the first place. In anycase, hit the link below to read his piece on the subject.

The most recent expansion for EverQuest (Planes of Power) adds a lot of problem-solving quests to the game, so Sony beefed up the (long-since broken) encryption that they used for the client protocol. The expansion has been a major hit, pleasing some of the most critical voices in the EverQuest world, but one week later, the anonymous development team of ShowEQ had broken the new encryption. Read on for details of the ongoing battle over keeping secrets in plain sight.

First, the skinny on the latest EverQuest expansion, Planes of Power (PoP). Because this is an expansion chock-full of content for only the highest level characters in the game, Sony added some features that everyone would want (and thus, pay for): the ability to progress to level 65 (60 was the cap before); a new zone called the Plane of Knowledge which allows characters to moved freely to all of the old game areas and a feature that allows large groups to coordinate more easily. That's the carrot for the lower-end users, but really this is the first expansion to lock out even moderately experienced players in favor of large, strong in-game guilds.

Even so, the response has been almost all positive. Some players complain about the last-minute changes (especially the changes that made monks and druids less powerful in the high-end game), but those who are taking advantage of the new game areas are happy with the reduced time required for encounters and the fact that the game rewards strategy more than ever.

Planning, attention to detail and a fanatical focus on getting past every challenge that Sony presents are important in-game, but Sony is less than pleased by programmers who are just as happy to approach those challenges from outside of the game. Using Linux and Qt, ShowEQ is a packet sniffer that watches the EverQuest client protocol and displays a map of everything that the Windows client is privy to, but may not disclose to the player. Years ago, the ShowEQ developers discovered a weakness in the encryption that the client uses, and they have been able to reliably interpret the data ever since.

With the PoP release, Sony improved the encryption so that it used a larger key which was more securely chosen. At first, the talk on the ShowEQ IRC forum was gloomy and the normally secretive developers cloistered themselves off from the the group, returning only rarely to proclaim the difficulty of breaking this new scheme. The protocol is not unlike that used by ssh or SSL. A public key is sent from Sony to the client, and the client uses that key to encrypt a random session key and send it to Sony. Theoretically, this approach is open to only a limited number of attacks, all of which run the risk of being detected by the client.

A former ShowEQ developer who was hired by Sony was reported to have said it's over, "you'll never break this"... One week later, the new version of ShowEQ was available via CVS and was working again. The new keys were vulnerable, it seems, to an even simpler form of analysis and the result was simply that ShowEQ worked significantly faster. In many ways, this seemed to simply be a "bonus quest" that Sony threw into the PoP expansion, and it had been beaten.

On Thursday, October 31 ShowEQ broke once again. The protocol now compresses key data to prevent the analysis that was limiting the keyspace that has to be searched. As of this writing, ShowEQ no longer works passively, but this escalation is not over. The latest version allows a user to input the key directly, and developers are hard at work, trying to find further weaknesses in the key generation and/or exchange. The developers are even starting to question the long-held, unwritten truce that they maintained with Sony. The idea was that if Sony did not make decryption require a Windows-side component, there would never be a Windows version, limiting the use of ShowEQ to those capable of getting ShowEQ working under Linux. Now, the party line is, "there is absolutely, positively no reason not to have a WinSEQ."

The technical details are interesting, but the social and legal details may take center-stage for a while. The seq team is trying to figure out what they could put on the client-side without being detected and that brings into question the legality of Sony scanning running processes and reporting back. There's also the matter of Sony's rather astoundingly harsh EULA that tries to preclude activities like this in every way that it can (though the legality of click-through EULAs is still a hot topic).

One problem with this escalation is that, like another product (TiVo, which is partially backed by Sony) the very people subverting the product and making it more than the creator wants it to be are the best customers. In terms of EverQuest, they are often the ones maintaining several accounts and/or spending extra money for the "Legends" service. How does a company contend with a market where your best customers are also your most resourceful? With the TiVo, there was an uneasy understanding between the company and its modders. Sony has broken that balance with EverQuest.

Now that Sony has crossed this Rubicon, it is quite likely that ShowEQ will be ported to Windows and hundreds if not thousands of new users will be introduced to it. Was that Sony's goal? Certainly Prof. Felton showed us that such a battle is ultimately futile. Why does Sony want to fight it again on yet another front (remember that they are an RIAA member)? Is there any financial justification, here? Does mapping software really threaten the game more than the many in-game exploits that the high-end encounters suffer from?

PoP is a finely crafted fantasy gaming experience, but Sony has once again chosen to spend extra time and money hurting themselves and their market. Perhaps their competition will not make the same mistakes.

166 of 419 comments (clear)

  1. Re:I know I was under a rock. by MoonBuggy · · Score: 2, Interesting

    It's a big MMORPG. IIRC someone killed themselves a while ago because of losing something on it, so I'm guessing it's pretty addictive.

  2. I guess by The+Analog+Kid · · Score: 2, Insightful

    the saying It's just a game isn't valid anymore, I wonder what would happen if Sony just shut off Everquest, the hardcore players would once again have to have a life.

    1. Re:I guess by ActiveSX · · Score: 2

      Nope, they'd go BNETD style. Never underestimate the power of a junkie who needs a fix.

    2. Re:I guess by Dillon2112 · · Score: 4, Insightful

      Or, more to the point, the thing *Sony* fears is a weapon to be held against them. If you suddenly have every EQ idiot using SEQ on their 'doze box, and they ban them (as Sony said they would) then they lose money. Or, they have people cheating rampantly. Either way, Sony loses. Bad move for them, I say. Leave well enough alone.
      Nice quote. I would guess that you're a Rush fan, but then I noticed your name. OK, so I *know* you're a Rush fan. =)

    3. Re:I guess by LostCluster · · Score: 2

      One problem I have with almost all of the massively multiplayer games out there is that there is defintely a point at which no new players can reasonably expect to join the game, because the long time players have gotten so many advantages over the newbies that the newbies can never expect to make up the difference. Everquest's "solution" to this problem is the concept of death. If you are killed, you get thrown to be back of the bus with the newbies. Since nobody is immune, eventionally even the top players will die eventually so Joe Newbie should eventually have a chance to earn their way to the top. But these kinds of "cheats", discovering that a misstep will lead to an encounter with a likely-to-be-fatal situation, lessens this possiblity and can make players practically immortal. This is damaging to the game, in that it leads to a situation where a newbie who starts today can never pass the leaders of today since those leaders will keep earning their way upward. EverQuest is practically closed to new admissions, and that's gotta be scary from the business office's view.

    4. Re:I guess by Nkwe · · Score: 5, Funny
      I wonder what would happen if Sony just shut off Everquest, the hardcore players would once again have to have a life.
      Probably the same thing that would happen if the someone just shut off slashdot.
    5. Re:I guess by Kierthos · · Score: 2, Interesting

      You might be thinking of old MUDs like DartMUD, where when you died, you had to start completely over from 1st level again. EQ (and DAOC, and most, if not all, other MMORPGs) are not like this. Nothing kills a player-base faster then that kind of system. Trust me, I've seen it happen in some MUDs.

      Now, what offsets the "newbie" syndrome in EQ, DAOC and other MMORPGs is that not every "high level" character is going to be played forever, as people retire characters all the time. Also, a lot of players with high level characters give away a lot of stuff.

      And EQ seems (alas) to be doing just fine.

      Kierthos
      (Okay, I'm biased. I hate EQ. But they aren't in danger of drying up and blowing away any time soon.)

      --
      Mr. Hu is not a ninja.
    6. Re:I guess by shaitand · · Score: 2

      Don't even joke about that!!! Besides slashdot is actually an informative site. It's only those who post to the forums that have no life.

    7. Re:I guess by the+unbeliever · · Score: 2, Interesting

      There's already a server emulator out, it doesn't do everything that the current SOE/UbiSoft (Euro) servers do yet, but it's close. Easy to install/configure, etc.

      Of course, no one I know has the bandwidth to host more than a six person group or so, but.. eh.

  3. Re:What up What up? by ardiri · · Score: 2, Informative

    > I checked how long he's on every month, an average about 250 hrs every month

    with everquest now on the pocket pc - he'll be able to clock that record i bet :) mobile everquest!

  4. Ha ha ha. by Perianwyr+Stormcrow · · Score: 5, Insightful

    Raph Koster's rule of "the client is in the hands of the enemy" seems to have been forgotten by EQ's developers- if ShowEQ is such a problem, it's time, perhaps, that they stopped telling the client all these nasty things they didn't want it to know. I mean, I first remember ShowEQ coming 'round *3 years ago*. Why they haven't simply made the client ignorant of things it shouldn't know in all this time is beyond me.

    --

    What we call folk wisdom is often no more than a kind of expedient stupidity.-Edward Abbey

    1. Re:Ha ha ha. by Dillon2112 · · Score: 5, Interesting

      The client has to know certain things to run. To alter what it knows would to make a thin client game even thinner, and would alter the balance of the client/server load. If the servers are picking up slack for the clients (or the sole purpose of players not sniffing that info), then the servers have to be redesigned and beefed up. Not likely, I say.

    2. Re:Ha ha ha. by Echnin · · Score: 2, Informative
      ... Or maybe not.

      Please, no! I'm too young to be modded down. :-(

      --
      Lalala
    3. Re:Ha ha ha. by Anonymous Coward · · Score: 4, Informative

      (Anon because I use SEQ)

      SOE (or Verant previously) *has* removed lots of data from the client-side. For example, a long time ago, the client used to be aware of every "mob's" (monster's) loot. Today, the loot table for a monster is not transferred to the client until the monster has been killed and somebody is trying to loot it. So, before, you used to be able to pick-and-choose which monsters to kill to get maximal loot, but today, you cannot do this.

      Various other bits of data have been moved to the server-side (IMO, due to the much faster CPU's they have today vs. 3+ years ago) such as spawn points, times, etc.

      These days, SEQ is primarily a mapping (GPS) system. It allows you to see where you are in a particular zone and if you are willing to run the client key-sniffer, you can also see where the monsters are in the zone (and their names). This allows you to navigate a zone without getting gang-banged by (possibly unfairly) high-level monsters and to also locate certain "named" monsters.

      It should be noted that SEQ ***does NOT*** modify the game data in any way. It only allows the user to view the datastream.

    4. Re:Ha ha ha. by Saxerman · · Score: 5, Insightful
      the servers have to be redesigned and beefed up. Not likely, I say.

      For games that have already been around for awhile, you're right that they're not going to be making large changes to the server and client to hide those things they shouldn't have been sending to the client anyways.

      I have great hope that the next generation of Massively Multi-player games will incorporate the idea of 'the client can not be trusted' into the game design early on. I agree that it requires a lot more work server side to process things it would be much easier to have the client work on. But the only real way to prevent people from accessing things you don't want them to see, is to NOT SEND IT.

      I also think games like Everquest should keep the server closed, but open the client so third party groups can create them and add features. There only real way to allow this is to only send information to the client that you want them to have.

      --

      A steaming cup of soykaf would be real wiz right now.

    5. Re:Ha ha ha. by ajs · · Score: 2

      It's even worse. They worked so hard at the encryption and the net result is that the client will now be ported to windows so that EVERYONE can run it. Their encryption doesn't stop anyone of course, since as soon as the key is generated it can be read from memory :)

    6. Re:Ha ha ha. by WNight · · Score: 2

      Actually, the contract you sign for monthly service is limited by the fact that you purchased the game and weren't informed of any limitations.

      If the game was a commodity (telephone) that wasn't controlled by the service provider, this is different. The service provider's first contact with you is the contract.

      In the EQ case, the only use of the game is to play online. They spell out the 'monthly fee required' clause, but if they don't spell out the limitations (we get to snoop, etc, etc) they very well might not apply because the deal is finalized when you buy the game, not when you sign up, because the only use of the game is to use with their service, so if you buy the game, you're buying the service. They can't impose after-sale restrictions any more than the usual EULA could.

      If they want to get around this they should give the client away, thus not forming a contract at this time, and spelling out all limitations online pre-registration.

    7. Re:Ha ha ha. by cerberusti · · Score: 2, Informative

      They can and do enforce this. The monthly contract is seperate from the purchase. It is not an "after-sale restriction" since you still have what you purchased, namely a box and a silver coaster, and can even get this price refunded if you are not willing to agree to their terms. You licenced the software and, they can revoke this, in addition, to connect to their servers you have to agree to another contract (which you explicitly do every time you sign on) telling you what you can and cannot do. If you modify something on your client or, view anything they send to you outside the client, you are in violation of this contract, they can and will cancel your account and, are perfectly within their rights to do so. If you send packets to them that are not from the client they additionally have the option of pressing charges against you, as this is unautorized use of a computer system. You may think this sucks but, in order for them to survive they have to take as tough a stance on this as they can. Keep in mind that if Sony wanted to really press the issue, they could probably sue the developers of ShowEQ, on the basis that they violated the contract they agreed to when they opened an account and, there are real damages to award. If they do not have an account (which is unlkely) then whomever allowed them use of their account is in violation (as is clearly specified in the agreement.) It would be wise for ShowEQ to keep off Windows, as it is probably not worth the effort to go after them as long as they do. Otherwise, I hope they have decent lawyers. I checked into all of this (and actually got legal advice) a while ago while I was thinking about writing something similar to ShowEQ. Believe me guys, you really want to think about this one before you do it, Sony is a large corporation with a lot of money, and Everquest is very profitable. If you interfere with this, they will not be happy. Even if you do not think you can be found, remember that if they choose to sue, sourceforge will be required to give any information they have about you, and I seriously doubt they would violate a court order.

      --
      I'm a signature virus. Please copy me to your signature so I can replicate.
    8. Re:Ha ha ha. by Elwood+P+Dowd · · Score: 3, Insightful

      After a certain point, this isn't feasible. Right now, all that SEQ can do is show you the locations of monsters that are out of your line of sight.

      Calculating whether or not a monster is in your line of sight requires a bunch of logic. You need to know about the terrain, obstacles, locations. And the calculations are different for every person, etc. Iduno. Seems prohibitive to me.

      --

      There are no trails. There are no trees out here.
    9. Re:Ha ha ha. by Saxerman · · Score: 3, Insightful
      After a certain point, this isn't feasible.

      After a certain point, Moore's Law makes this feasible. Right now, you're right. 3D line of sight for every player on large servers requires some seriously big iron. The question is, should we stay in an encryption arms race against the hackers to try and make it too tedious to decrypt, or spend the extra money on severs that can handle the increased load.

      This is going to be one of those business decisions which will have long term impact over the life of a business. It is my hope that as computers grow more powerful and available bandwidth increases that we will have increased choices in available clients for future multi-player games. If they choose to fight the hackers, it means they're going to try and maintain control of the client, which means we're going to be stuck with the one they provide. (Which doesn't have to be bad, but I still like having options.)

      --

      A steaming cup of soykaf would be real wiz right now.

    10. Re:Ha ha ha. by Kpau · · Score: 2, Informative

      This is the main reason I stopped playing EQ in favor of Camelot. EQ is a packet spewing monster delivering all sorts of crap "I don't need to know". Living on a 26.4kbps connection (thanks to Verizon), I can get 3 sessions of Camelot running smoothly (for myself and 2 offspring). ONE session of EQ chokes in heavily populated areas.
      (no, Verizon will not upgrade my circuit to 56k, much less IDSN, IDSL, xDSL, frame-relay, or mutant chipmunks --- they are jerks).

      Then, of course, there's Microsoft's AC and AC2 which STILL can't deal with more than one session over a firewall/NAT or ICS (their own freaking product)... multiple ports over one IP is too hard I guess.

    11. Re:Ha ha ha. by cwebster · · Score: 5, Informative

      (not anon, and i am a seq dev)

      >SOE (or Verant previously) *has* removed lots of data from the client-side. For example, a long time ago, the client used to be aware of every "mob's" (monster's) loot.

      ShowEQ has never been able to tell you a monsters loot. Ever.

      You could deduce what they might drop from things hey have on them (the old favorite was telling which wisps had lightstones, not because we could tell thier loot, but because you could tell what level of light they gave off).

      ShowEQ has never known loot.

    12. Re:Ha ha ha. by cwebster · · Score: 2

      Sony has taken steps to remove info from the client. Some of the things they have changed include

      1) mob hit points are sent as a percent rather than absolute value (though they still use a 16 bit int to send this value).

      2) experience value is sent as a fraction of 330 now, instead of actual values for each kill. The fraction of 330 directly corresponds to the drawing of the experience bar (in case 330 sounds like an odd number to use, thats why)

      3) mob faction numbers are now sent as an index of what faction text to use, instead of actual faction numbers. This went in not long after people were realizing just how many velious mobs they needed to kill to raise faction adequatly for quests.

      4) player positioning. This has always been bad, but they've optimised to to be a little worse for showeq somewhere down the line. Basically, if you've ever played a class that can track, and you've tracked some random player, you'll know what im talking about. Player positions are only sent if they are moving and in the radius of update (not very big). If they are outside this radius, you never get an update, and you record them as at thier last known spot. If you use track or showeq to find them, you'll go to this spot, and not them.

      5) the session cipher key. They've made it bigger over time and moved to a PKI system to exchange it, so it cannot be discovered by sniffing it (passive discovery anyway).

      there are more im forgetting, but its been a long time since played.

      --
      casey

    13. Re:Ha ha ha. by Fugly · · Score: 2

      Then, of course, there's Microsoft's AC and AC2 which STILL can't deal with more than one session over a firewall/NAT or ICS (their own freaking product)... multiple ports over one IP is too hard I gues.

      1) While AC is published by Microsoft, it is created by Turbine Games in Massachusets. They are a completely separate entity from MS.

      2) AC worked fine over NAT, you just had to tell each client to use a separate port. It was right there on the main setup screen.

      3) AC2 is still beta. I'm sure you can find far more important features that are still missing. NAT support will be there.

    14. Re:Ha ha ha. by WNight · · Score: 2

      > It is not an "after-sale restriction" since you still have what you purchased, namely a box and a silver coaster [...]

      Do they advertise it this way (just a coaster), or do they show pictures of fantasy characters killing monsters, with actual in-game screenshots? If they advertise it as a $30 coaster, you're right. If they advertise it as an online game that you need their software to play, then it becomes an after-sale restriction. They imply that by buying the box and paying a monthly fee that you can do what you see on the box.

      > [...] to connect to their servers you have to agree to another contract (which you explicitly do every time you sign on) telling you what you can and cannot do.

      Click-throughs are irrelevant. Unless they're pre-sale. Only one (USA) case has ever upheld click-throughs and it was a copyright case where click-through licensing was only tangentially related.

      They'd be free and clear if they gave the game discs away (or for S&H only) and did the whole transaction after making you read a license. Until they go to something like this, they have no case.

      > [...] in order for them to survive they have to take as tough a stance on this as they can.

      Wah. Life is tough. Bad business models (which this is, if they can't do it profitably and legally) don't deserve corporate welfare.

      > I checked into all of this (and actually got legal advice)

      Then you did explain the circumstances, or the lawyer wasn't compotent, or you didn't catch it when they said "Well, they have no case, but they can make your life miserable, don't piss off people with money."

      They don't, and can't, have a case. The DMCA doesn't even apply because ShowEQ doesn't involve the game software at all and they can't claim copyright on information they're sending to you, based on your actions in the game.

      > If you interfere with this, they will not be happy. [and you will be made unhappy if they want]

      That is true.

  5. Sympathic view of cheating? by Hubert+Q.+Gruntley · · Score: 4, Insightful

    This article paints the ShowEQ developers with a rather sympathetic brush. If these were aimbot developers for q3 or ut or cs, wouldn't we totally revile them? What is the difference?

    Maybe there should be two sets of servers, one for all the ppl who want to play fair and play against ppl who are playing fair; and one for cheaters, and those who want to reverse engineer the protocol, etc.

    --
    Laugh at my Lisp and I keeell you.
    1. Re:Sympathic view of cheating? by UberOogie · · Score: 5, Insightful
      Exactly.

      I have never understood online gamers whining about their right to cheat. This article is talking about this as though it is some brave stand against a corporation doing something bad. This is about people cheating at a game. It ruins it for everyone playing fair. I fail to see why this should be applauded or supported, and I'm fairly shocked Michael wasn't the one posting this story.

      Sadly, this is why consoles are going to take over for a while: The majority of players are simply sick with the cheaters. It was amazing to watch people immediately start to whine when MS disabled modded X-Boxes from Live. Sure you can say there were "legitimate" reasons to mod the boxes, but come on.

      Of course, this only lasts until some "worthy" individual hooks up a box between the cable and the X-Box to start parsing out material.

      --
      "Enough of this wretched, whining monkey life." -- Marcus Aurelius, _Meditations_, Book 9, 37
    2. Re:Sympathic view of cheating? by moonbender · · Score: 4, Insightful

      The difference is that Q3, UT and CS are (team-based) deathmatch, or PvP (ie player versus player) games. EverQuest, on the other hand, is mostly a PvM, ie co-operative player versus monster, game.
      That's not to say there isn't any player competition - obviously there's a whole lot of it, both directly in the form of duels and PvP servers and more importantly indirectly in the form of who's got the better char or which guild is more uber than another.

      If another player cheats in EQ, he gets a better battle axe than you faster, if an enemy cheats in CS, you're in a world of pain.

      --
      Switch back to Slashdot's D1 system.
    3. Re:Sympathic view of cheating? by Dillon2112 · · Score: 3, Interesting

      Have you *ever* played EQ? Do you even know what you're talking about?
      SEQ was used primarily in the beginning to aid people in finding out how your odds of hitting changed with certain gear, and how much mana you had (something EQ never told you). It quantified all kinds of things that players really needed to know, but were never published anywhere with the game or from any official source.
      Ever.
      SEQ allowed players to critically evaluate how the game was calculating things, and you know what? That started huge dicussions on Verant's OFFICAL message boards between Verant and customers on what changes the customers wanted. There are mana calculators everywhere online, but they were all developed from info gathered from SEQ. Players use them all time.
      The most recent changes to meditation, spell behavior, and damage checks were all a result of the community gathering info using SEQ and bringing the data to Verant and saying "This isn't right!". And Verant listened and changed it.
      Cheating?? I think not. It was the community stepping in and filling a gap for the better of the players and the developers.
      None of this can be said of Aimbots, or wallhacks in Q3, UT, or CS.

    4. Re:Sympathic view of cheating? by Buzz_Litebeer · · Score: 5, Insightful

      One of the weird things is, maybe they didnt "want" you to know how much damage things did, and not from a balance standpoint either. I have created modifications for the game medal of honor, allied assault spearhead. and I do not want people to know all the exact values i have set for my weapons. to those who are curious and know what they are doing it is a relatively simple matter, but i feel it takes away some of my intent for everyone to know that the smg does 45 damage or such. imbalance is not a practically "bad" thing, even in a mmorpg. No you wouldnt know your singing steel boots or whatever didnt work well until you wore them for a long time, and realized that they arent purhaps as strong as your lambent whatevers. But that would be part of the interesting part of it. When you get into finding out direct stats you get to having players that are, sadly, like me. who will statisically approach the game, and quite possibly ruining the intent of the creators of the game and how the game is played. I am not decrying the fact that many things have been fixed because of SEQ, not at all, I am just saying that if it had not been around the game would be entirely different, the only way you would know things is from relative tested heresay. which might even be more interesting.

      --
      If you don't vote, you don't matter, so don't waste your time telling me your opinion
    5. Re:Sympathic view of cheating? by UberOogie · · Score: 2
      So you're saying that the program isn't widely used for cheating and is not designed to be uniquely helpful in doing so?

      --
      "Enough of this wretched, whining monkey life." -- Marcus Aurelius, _Meditations_, Book 9, 37
    6. Re:Sympathic view of cheating? by phocuz · · Score: 2, Insightful

      There is just the small problem that you can also use ShowEQ to see your immediate surroundings, giving you an advantage when it comes to finding 'rare' monsters before others if they spawn, say, one a day.

      Lots of people will be tempted to use cheats if they have them, even though they from the beginning only wanted to see their mana.

    7. Re:Sympathic view of cheating? by Catiline · · Score: 2, Insightful
      This article is talking about this as though it is some brave stand against a corporation doing something bad. This is about people cheating at a game.
      To me, this issue is about a brave stand... not against a particular corporation or act, but a general class of fallacy. To me, the right to cheat exists (although it is socially despicable to do so outside of single player games, unless every player agrees beforehand to cheat) and opposition to this right generally takes the same form as the opposition of my right to media shift (ie rip CDs to portable MP3 player).

      I, personally, do not care much about the forum in which I speak: issues generally resolve to only a few different categories, and I treat all items in a category the same. A social problem cannot be eradicated with technological measures. Personally, I feel it my "duty" to reiterate this point as often, and as loudly, as possible -- mostly due to a copious lack of counter examples. This issue seems to be better than CD ripping for making my point, though: the fact that I oppose cheating (vehemently!) and yet seem to support the cheaters strengthens my point. (My solution, if you care, is to play only with friends -- even on consoles.)

    8. Re:Sympathic view of cheating? by Hobbex · · Score: 3, Insightful

      I have never understood online gamers whining about their right to cheat.

      People are not claiming the right to cheat: I have never heard anybody complain that online chess servers don't allow them to log in and remove the other guys queen while he is taking a bathroom break. Nor have I ever heard anybody claiming that this is their right.

      This is not about a right to cheat, it is about the right to hack and modify your own computer and any software that runs on it. And that is a right that people do have - no matter how sinister or anti-social their motivations for doing so.

      Let us hope that gamers that want to use platforms that control them rather than lie within their control do move to consoles and proprietary gaming services - better that then have the computers of those of us who use them for real things invaded your hideous user hostile technology (ie, palladium).

    9. Re:Sympathic view of cheating? by Dillon2112 · · Score: 2, Insightful

      Its not that everything that ShowEQ does is cheating per-se, but some of what it does is, and that is to be avoided. In other words, use the tool responsibly.
      Which is the exact reason the ShowEQ team wanted to keep it on Linux and (therefore) away from most of the EQ masses. But now...with a windows client, all that goes out the window.
      You make a vaild point, but that doesn't mean every person who used ShowEQ is a cheater, at least not in the despicable sense of wallhack cheaters, or aimbot cheaters.

    10. Re:Sympathic view of cheating? by UberOogie · · Score: 5, Insightful
      To me, the right to cheat exists (although it is socially despicable to do so outside of single player games, unless every player agrees beforehand to cheat) and opposition to this right generally takes the same form as the opposition of my right to media shift (ie rip CDs to portable MP3 player).

      Yes, the right to cheat exists. Yes, the right to make and run programs that lets you cheat at games exists. All Sony is doing is preventing people who are running known cheating tools from playing on their world servers. They are not disabling the software. They are not modifying your computer in any way.

      Your mp3 analogy is thought-provoking, but I think not valid. They are not taking the same forms. No one at Sony is legally going after users using the cheat tools. No cops are breaking down doors. No nastygrams are being sent to schools where the cheat tools are being run. The users right to make and use cheat tools are not being infringed. What Sony is doing is preventing people using cheating tools from playing on their servers. Seems well within their rights to me.

      Your solution of playing only with friends makes sense in other online games, but not MMP games. You can't just play with your friends because there are only official servers to play on. But as a moral question, is it really okay for a minority of cheating players to ruin the entire online play experience for everyone else who doesn't want to cheat, and paid exactly the same amoun t of money for the game? That doesn't seem to add up to me.

      --
      "Enough of this wretched, whining monkey life." -- Marcus Aurelius, _Meditations_, Book 9, 37
    11. Re:Sympathic view of cheating? by locust · · Score: 2

      In general keeping game mechanics from the players is a bad idea. There is a certain set of people with undying curiosity who will go after and find your secret. In a population as large as the one which plays EQ, its in evitable. The problem then becomes that these people, some of whom inevitably use that knowledge, have a marked advantage when playing the game. This is exactly the same problem that happens in the pen&paper world. If you have one GM and a group of players, then as long as the GM can keep his mouth shut he may be ok on game mechanics he makes up. But I have yet to meet a gamer who hasn't read the "GM's only" section of a book, or didn't wonder in his off hours what the hell was up with the last game, or whats going to happen in the future in the game, or how the game world must work. The only way around this is to keep everything focused on the story. Otherwise games like this tend to boil down to who can do the most damage to whom, and in that case every player wants the biggest statisitcal advantage he can get. Game designers should take a page from the crypto world. I should be able to know all the game mechanics, yet still find the game engaging.

    12. Re:Sympathic view of cheating? by Phrogman · · Score: 2

      Sadly lame folks who feel they have to cheat to be able to compete with others are everywhere. It would be one of the most attractive features of a MMORPG to know that there were no effective cheats and that when I got beaten in the game it was because the other guy was better than me, not because he was able to load up a frickin cheat program.

      While it might be nice to know all the stats on items, it is not a sufficient justification for using cheat software. Ever. If the playerbase feels the game should provide more information, then you lambast the developers with requests to add it as a feature, but you don't use and encourage the development of cheat software to further that goal. You might have honorable intentions but the 10,000 folks coming after you and using the same software are simply too lame to win a game on their own, and are there for the unfair advantage it offers.

      Not so relevant in EQ per se,where players are not in direct combat (unless on the Zeks I know), but very relevant to Dark Age of Camelot (and also see Camelot Herald for Statistics on the scoring and state of the game etc )- the game I play a lot at the moment - where players are regularly in direct conflict with each other. Programs such as Odin's Eye have threatened that game heavily.


      Phrogman
      --
      "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
    13. Re:Sympathic view of cheating? by ajs · · Score: 3, Insightful

      ShowEQ is not cheating.

      Sony thinks of it as cheating because they think of EverQuest as a game. However, there are thousands of people who play EverQuest to whom it is not a game, but a social venue. Now, EQ breaks the local laws of that venue, but to call it cheating is like calling MP3-swapping cheating.

      Now on to the impact. There are several kinds of ShowEQ users. One is the "I just want a damn map" sort. For them, even post-new-encryption, ShowEQ works just as well as it always has. If Sony would add a map to the game, most of them would probably stop using ShowEQ. But the last thing Sony wants is after-market tools for EQ (they've banned people for using MP3 players that cat attach to DirectX for the controls).

      There are also the people who use ShowEQ as an edge. IMHO, when the people who play that game spend cumulative weeks of their lives playing, I don't see running a program that tells you where the nearest creature of your level is as a terribly bad thing. The fact that it's available to all and not horded by a select few is a bonus, since most information in the game *is* horded.

      Then there are the people who use ShowEQ for things like guild raids and the like. These people are just a different kind of mage, IMHO. You have your warriors, your damage-mages, your healers and the clairsentient who can tell when your target has spawned. Some people get very upset about this latter class of player because they give an engtire guild an edge. Me, I'm neutral. I'd be upset if that guild pushed it too far, but honestly when Sony comes out with an entire expansion and 90% of it is beyond the capabilities of 99% of the player-base I have to ask who THEY are trying to convince that the game is good enough as delivered....

    14. Re:Sympathic view of cheating? by archeopterix · · Score: 2

      I don't think the whole affair is about "the right to cheat". To me it is about poorly implemented anti-cheating measures. It's simply impossible to create a waterproof client.

      Process table scanning? I can rename the cheating program, change its size, whatever. Memory scanning? A bit tougher to beat - but I can run the client under VMWare, Bochs or any other virtualization software, this way it only sees what's inside the virtual box. Another option is using a mutation engine (virus writers use them to fool virus scanners). Besides, the client can only scan for known popular cheating software, not for any custom code. Code obfuscation? I don't know of any successful attempt at deterring hackers by obfuscating code.

      To put it short (for the 1000-th time in this thread) - if you don't want the user to know it, don't send it to the client. So my sympathetic view of the cheaters comes not from my sympathetic view of cheating, but from my attitude towards client-side security.

    15. Re:Sympathic view of cheating? by Catiline · · Score: 2
      People are not claiming the right to cheat: I have never heard anybody complain that online chess servers don't allow them to log in and remove the other guys queen while he is taking a bathroom break.
      I hate playing chess over Yahoo or any other public server! Why? It restricts me to the classical rules of chess when I want to play cooler games like Knightmare Chess or perhaps just other, tamer, variants on chess! Most of these rules require "cheating" as you so sladerously phrased it! Until this severe lack of client functionality has been remedied, I refuse to play online chess!

      (<sarcasm> tags omitted as I'm not really sure I'm 100% joking....)

    16. Re:Sympathic view of cheating? by JebusIsLord · · Score: 2

      And they aren't taking away the right to hack your own computer, they are just taking away your right to play EQ if you choose to do so. EQ, btw, isn't a constitutional right.

      --
      Jeremy
    17. Re:Sympathic view of cheating? by zerocool^ · · Score: 2

      Is EQ beatable yet?

      --
      sig?
    18. Re:Sympathic view of cheating? by Hrothgar+The+Great · · Score: 2

      And yet, no one is forced to serve you. That is a freedom enjoyed by just about anyone. So if, for instance, I run a game server, and I believe you are a cheating bastard, I have every right to disallow you from playing there. I also have the right to protect data packets coming from and going to my server with whatever means I see fit, if I believes it keeps cheaters from being able to operate inappropriately on there.

      What if I ran a restaurant with a dress code, and you came shabbily dressed, but instead of turning you away, I gave you a jacket and tie and allowed you inside? That would be Sony, allowing the cheaters to play, but without their cheating software. See? No one's rights have been infringed at all.

    19. Re:Sympathic view of cheating? by Hrothgar+The+Great · · Score: 5, Insightful

      So what? Sony, so far hasn't gone after people for hacking or modifying software. They've simply made your mods not function correctly.

      Let me ask you this: Do you believe that you have the right to make any modifications you want to software you own, but that Sony does NOT have the right to make modifications to software THEY own? Are you advocating rights for everyone, or only for you?

    20. Re:Sympathic view of cheating? by Znork · · Score: 2

      No. Aimbot developers are entirely within their rights to create whatever they want and shoot the crap out of the other poor players. The q3, UT or CS developers are just as umm... 'security challenged' in designing 'hack safe' games as the EverQuest team is. I dont play such games online for just that reason. If it turns other players off the game too, then _good_. Maybe anti-cheating security will actually reach the agenda for implementing a game if nobody wants to play CheaterStrike anymore.

      The blame for cheating should be assigned to exactly the one place where it belongs: To the designers who lacked the skills to do the job right, or to the management who decided to do things the wrong way.

      There is one way, and _only_ one way to prevent cheating and that is _do not ever trust the client_.

    21. Re:Sympathic view of cheating? by ajs · · Score: 2

      1) you assume there is a universal "spirit of the game". There is not. There are quests in this game that are nearly unsolvable (even given detailed descriptions) without ShowEQ. There are players who simply would not play if they couldn't tell where the group that just invited them was (I'm paraphrasing another poster).

      2) I'm not playing semantic games. If you're playing chess with another person, you two agree on rules and violating those is cheating. If you and I take part in a larger social group and we things that the people who organized the group do not want, that's just how humans work in large groups. Not everyone follows the same code, and much as Sony wants to think of EQ as subscription donkey-kong, they're dead wrong. They've created a world, and catch-phrases asside, it's not theirs anymore, it belongs to the nebies and the ubers, the ebayers and the showeqers, the guides and the pvpers. They can shut off the servers and refund everyone's money, but that's about the extent of the "ownership" that they have over what people do. Beyond that, there's enforcement. Notice that in the real world we have enforcement too. *That* is the key. The guides and GMs will arbitrate what is and isn't an abuse, and since I know that many guides use ShowEQ, I'm confident that *that* arbitration will be somewhat even-handed. The only way it could get better is if we elected the guides in the first place.

      As for UI-mod mapping. I can get a map on a piece of paper too, and it's about as useful (read: not). Real games have maps. So does EQ, Sony just dosn't like it. Tough nuts, I guess.

    22. Re:Sympathic view of cheating? by Hobbex · · Score: 2

      As long as they keep the DMCA etc in their pants, Sony can do whatever they want as far as I'm concerned. My comment was in regards to trying to equate claiming the right to hack your software to claiming the right to cheat.

      Sony can of course write software that does anything they want it to, although, personally, I find it highly disturbing that people are willing to accept user hostile software running on their systems. PCs are communication devices, and in many ways they serve as extensions of ourselves into cyberspace, that they should even attempt to control us terifies me beyond words. But then, even here, most people seem to think that is a splendid idea when it suits them (and they can't all be MS astroturfers).

    23. Re:Sympathic view of cheating? by Chasuk · · Score: 2

      This:

      I don't think the whole affair is about "the right to cheat". To me it is about poorly implemented anti-cheating measures.

      Contradicts this:

      It's simply impossible to create a waterproof client. ... which appears in the same paragraph. If a waterproof client in impossible to create, then "poorly implemented anti-cheating measures" have nothing to do with the failure of the programmers to keep out the cheaters.

      However, your argument doesn't work, at any rate. Why should I have to spend thousands of dollars on a lock (or thousands of dollars developing a lock) to keep out scum? A lock should only be required to keep out casual thieves - the "accidental" thieves. Those thieves who some flaw in their nature can't resist the theft if it is too easy. If the keys are left in the car, etc. No, I'm not excusing that behavior, but it is moderately understandable.

      But the hardcore thieves, and the hardcore cheaters, are human excrement. No excuse exists for their behavior.

      It is because of these fuckheads that we will one day live in a totalitarian state: the powers that be will deprive all of us of our basic rights because talented and bored assholes exercise their "rights" to snoop on other peoples servers.

      I guess we will all get what they deserve.

    24. Re:Sympathic view of cheating? by archeopterix · · Score: 2
      This:
      I don't think the whole affair is about "the right to cheat". To me it is about poorly implemented anti-cheating measures.
      Contradicts this:
      It's simply impossible to create a waterproof client. ... which appears in the same paragraph. If a waterproof client in impossible to create, then "poorly implemented anti-cheating measures" have nothing to do with the failure of the programmers to keep out the cheaters.
      I don't see a contradiction here. I am just saying that client-side security is wrong. If you want a secure solution - sorry, you have to implement it on the server side or just trust your users not to use cheating software.
      Why should I have to spend thousands of dollars on a lock (or thousands of dollars developing a lock) to keep out scum? A lock should only be required to keep out casual thieves - the "accidental" thieves.
      Why you should? Because scum exists. But this is not the point - EQ creators are doing something different - they had a simple lock that probably worked for the casual cheaters. Now they are creating a very complicated lock that's still in the wrong place - on the client side.
      But the hardcore thieves, and the hardcore cheaters, are human excrement. No excuse exists for their behavior.
      OK. I might have sounded like I am excusing their behavior. I am not. But there's a reason to separate cheating from publishing cheating programs. I view the later as pointing out: "Your security does not work. It will not work this way, ever.". If the EQ creators get this clue (and move their security to the server side) it will ultimately work against cheaters. I am aware that moving everything to the server might be impossible - if this is so, then EQ should be honest with their users and admit it instead of sustaining the illusion that they can stop cheaters.
    25. Re:Sympathic view of cheating? by ajs · · Score: 2

      Wow, you obviously feel very strongly about this, and I'm glad. People should feel strongly about this sort of thing, because EQ is just the start. In 20-30 years, online societies will be the norm, and we should be discussing now what that means to us.

      As for your comments, well, I disagree but you knew that :-)

      Specifically, you say, "You shall not cheat (as defined by what the game developers decide is cheating)" and much of your comments are shades of this statement. If you are happy with that, then I invite you to go play the game that way. I'm not taking a stand either way, I'm just saying that the people who use ShowEQ will continue to do so, and Sony can never stop that. They don't "own" the world in the sense that they cannot take their ball and go home with it. If they do, they have no players and there is no "ball". They must negotiate the behavior of the world with the players, and they do. If they simply banned all users of ShowEQ (assuming they could tell who they were) their profits would take a huge hit (some estimates put ShowEQ use at 10% of the user-base).

      So, in the end your notions of a dictatorship of the developers falls flat. ShowEQ is not cheating because nothing is cheating in a complex society.

      Let's take another angle and see if that becomes more clear.

      Sony has introduced a very poor pathing model into the game. Mobs behave stupidly with respect to following other mobs (including players), and this leads to all manner of problems. One of those problems is that there are places where certain tactics become more favorable. One example: on the sixth floor of ToFS, there is a place where the mobs will get lost, running back-and forth. If you don't know about it, it can lead to trains that can wipe out your party. If you do know about it, it can be used to great advantage. According to Verant, you're supposed to suffer the first run-in with this bug and get wiped out, but while you may wish to avoid that wipe-out a second time you cannot use this new knowledge to your advantage. You must simply ignore it, and fight elsewhere.

      Of course, this is not what people do. Necromancers fear-kite there all the time because it's easy. I have not done this, so I feel fairly safe in pointing it out, but I play a high-level necro, so I've come across it in a number of forums and discussions in-game.

      Is this cheating? According to Verant, yes. But according to necromancers, no. Gaining an understanding of a zone and how it will interact with your primary soloing strategy is one of the most important things for a necro to do. Why on earth would you NOT do that? And when you discover a mob that you can kill and a place that is safe for you to do it, why would you not? Because Verant/Sony says you should not? Why does creating a bad pathing system give you the right to tell people how to use it? This is not a competition between Sony and I. I just want to kill the mob so I can gain a level and try out new abilities. Sony can bite my shiny new spell-slots.

      Now, if I was using ShowEQ to gain an edge in PvP, *that* is cheating. Why? Because there is a direct competition between you and me, and I'm violating the rules of our competition. THIS is what cheating is. Cheating is not violating some tyrant's decree, it's violating the rules of a competition.

      ShowEQ is a tool. It can be used for good (I've seen people help others get their corpses when no necros would stop to help, and I know they're using ShowEQ); it can be used in ways that no one should care about (locating groups, etc); and it can be used to cheat (as above). Does it give you an edge? Sure. So does having a fast machine, a fast connection and a guide on initial character creation. So does using pathing to your advantage. So does tracking. So does using fear in PvP (which Sony finally got around to disallowing).

      Everyone has access to that edge, and IMHO, everyone should use it. Sony says no now, but what happens when EVERY SINGLE PLAYER uses it? Then it's a non-issue. They'll fix the protocol so that the stuff they don't want to get out won't and ShowEQ will just be another sort of UI-mod.

    26. Re:Sympathic view of cheating? by ajs · · Score: 2

      Wow, good stuff. I think you've nailed down most of what we're talking about and summarized it well. Just one thing:

      The big question is "Who is in the right?"

      I don't agree that this is even a question worth asking in this context. Everyone comes to the table with their own morals and ethics and new ethics will be developed in-game (e.g. KSing is bad, but we all have a general "sense" for when it's just one of those things that happens, and you walk away).

      The real question is how do we, as a player base, feel about ShowEQ? Do we approve of its use always? Are we ok with its use in certain circumstances? It's kind of like The Matrix. ShowEQ, in some respects, lets you be Neo. You can step behind the illusion and see what's really going on. I have no problem with the idea that someone in the zone with me is "a Neo", as long as they obey Crowley's 8 little words ("An it harm none, do what thou will").

      The word "cheating" may be a red herring in this case, and you and I will simply have different takes on it.

      I think Sony's real problem here is that they're thinking of this as a video game. They're absolutely stunned that people don't play it for the reasons that they want them to. You do want to get to the "end-game" right? You are playing this to see what's around the next corner, right?

      Nope. Lots of people play to socialize. Lots play to get a sense of being helpful (e.g. the vast majority of clerics). Lots play the game specifically to find bugs and play with them (I know I've had fun running along the walls in Cabilis, looking at the mazes). There are even a huge number of people who play the game to make real-world money. All of the above I have no problem with, and would even encourage as long as it's not harming anyone. But, Sony is stuck on this idea of the traditional video game.

      Oh well.

    27. Re:Sympathic view of cheating? by Hrothgar+The+Great · · Score: 2

      You're right about idiots, but your comment lacks any meaning or actual relevance to its own context, and it fails to address any of my argument.

      I'm generous, so I'll give it a D+. Thanks for playing.

    28. Re:Sympathic view of cheating? by ajs · · Score: 2

      Sony has the right to decide whether or not you can play on their servers or not. They're not stopping you from making any modifications to their product after purachse... merely setting rules and conditions for play on their servers.

      They have that right. They can ban each an every one of us at a moment's notice. In fact, that trigger-happy attitude is likely the reason I'll stop playing EQ some day.

      But the question still remains, what will we, the players make of ShowEQ. I don't really care about what Sony thinks. If they ban me, I'm free at last. If they don't I'll do what I want.

      But I respect the opinions of many of my fellow players. Let's say for sake of argument that I don't use ShowEQ, but I'm thinking about it. How will my guild-mates feel? How will my RL friends who play feel? Will the benefits to myself and my friends be outweighed by the social pressure? Will I be a paraih?

      Those are the issues that concern me, not Sony's silly rules.

    29. Re:Sympathic view of cheating? by locust · · Score: 2
      If we followed your advice then third parties would not even have to break the code since we would be giving you the plaintext.


      No, game mechanics like crypt algorithm should all be in the open. If a sword does 10 points of damage against fuzzy armor and 5 points against furry armor, everyone should know it. Just like everyone can know how AES works.


      if we kept everything focussed on the story we would not be letting you know the mechanics.


      Game mechanics model the world and define the posible actions that a player can take. So you can't have a game with out mechanics, even the simplest games where you only get to answer questsion (i.e. go left/go right) have them. You have to let the player know some part of the mechanics or else they can't play the game.


      One way in which a massively multiplayer online rpg can use a story driven approach is to have some set of events which most characters find compelling and thus participate in, or are effected by. The players should be able to effect the outcome of the events and face the consequences of thier actions.


      --locust

    30. Re:Sympathic view of cheating? by Fizzlewhiff · · Score: 2

      Everquest IS a game and using ShowEQ IS cheating. It damages the balance by giving users an unfair advantage. Take tracking for example. In Sony's view Rangers should have that ability and druids and bards have it to a lesser extent. SEQ gives it to anyone.

      but to call it cheating is like calling MP3-swapping cheating. No, this is called theft in some cases.

      --

      'Same speed C but faster'
  6. Well written! by Buran · · Score: 5, Interesting

    A very well written and informative article. I'm intrigued by the story of ShowEQ -- and the fact that Sony seems to want to protect their system by deciding what users can and can't run on their computers. It reminds me of the video player that uninstalled Ad-aware automatically, claiming that running it wasn't allowed under its license. I don't believe that such things are really legal -- are they not an invasion of privacy and an illegal search? (Alas, the Constitution's protections against this in the US are only applicable to the government itself, but such practices, I feel, are going too far) Sooner or later, I think, Sony will be dragged into court over this and sued. What if, for example, they use their little spy applet to suck data off someone's computer that gives them an advantage (a competitor's computer that had confidential information, for example?).

    I am, though, a little surprised to see that the ShowEQ people haven't been sued under the DMCA. And I'm glad they haven't, because what they are doing is reverse engineering and they are not actually hacking into the client or the server, so it is legal. They are not trying to pirate the game. They are merely trying to see what exactly their computer is saying to the server and what it is receiving from it. A perfectly fair thing to do, I think, because it IS their own property and the owner of it has the right to know what exactly is happening, so they can choose whether or not to run a given application instead of having to trust the programmers. Checks and balances.

    Note: I don't play Everquest. I call it EverCrack, actually. I don't play games that I have to pay a monthly fee for. I prefer to play single-player games, or sometimes multiplayer, offnetwork, with people I already know.

    1. Re:Well written! by bryanp · · Score: 4, Insightful

      I'm intrigued by the story of ShowEQ -- and the fact that Sony seems to want to protect their system by deciding what users can and can't run on their computers.

      Uh, no. What Sony is saying is that they don't want users cheating in their online game and therefore having an unfair advantage over the rest of the people who don't cheat.

      What's the big deal here people? If you wish to use someone's service you have to abide by their rules. If you don't like it you can leave, you can try to convince them to change their system, or you can cheat. If you get caught cheating, don't be surprised if you get slapped around.

      --
      "An unarmed man can only flee from evil, and evil is not overcome by fleeing from it." Col. Jeff Cooper
    2. Re:Well written! by UberOogie · · Score: 5, Insightful
      A perfectly fair thing to do, I think, because it IS their own property and the owner of it has the right to know what exactly is happening, so they can choose whether or not to run a given application instead of having to trust the programmers. Checks and balances.

      Surely you kid, right? ShowEQ isn't used as a security program. It is a cheating tool. Even in its most beneficent uses, it is for cheating. Period. This has got to be the most sad apologies for cheating I've ever seen.

      Sony made a game. Someone made a cheat program that unbalances the playing field. Sony has every right to try and disable this cheating program. However, their rights end where ours begin. But if they want to change the encryption in their program or make a client that monitors game traffic or the use of a specific cheat program manditory for using the game, guess what? That's their right. You don't have to play the game.

      And your analogy with ad programs that uninstall Ad-Aware is both faulty and inflamatory. Those programs are unistalling a security program from your computer so that their spyware will work. Sony is just not letting you play their game if you have a known cheat tool running on your computer. Huge difference.

      --
      "Enough of this wretched, whining monkey life." -- Marcus Aurelius, _Meditations_, Book 9, 37
    3. Re:Well written! by Buran · · Score: 2

      The comment was intended as a general thought on whether users should have to trust the programmers of any application, whether it be a game or a browser or a specialized net/Internet application. I use Mozilla, for example, because it's open source and in part because that way the authors can't hide anything sneaky in it.

      These are my personal feelings, but: if Microsoft et al think the user is untrustable and thus needs to be walled out from the system, then why should users trust Microsoft et al in return?

    4. Re:Well written! by Buran · · Score: 2

      I can understand the position of wanting to lock out cheaters, and of course measures are going to be needed to prevent that from happening. However, there are, to me at least, ways to do it that I don't think are acceptable. Sniffing around on the user's system is an invasion of privacy. It may supposedly help accomplish that goal, but it, in my eyes, goes too far. What I run on my computer while using your application is none of your business, no matter why I'm running it. If you think I'm cheating, then find another way to figure that out. (Heck, applications that don't need the Internet at all that try to phone home anyway are going too far in my eyes.)

    5. Re:Well written! by EulerX07 · · Score: 2, Insightful

      I'm probably gonna get karma burned for this, but I'll answer to your post. I call this reply : "A word of sanity".

      Your association of this story with the video player that removed Ad-Aware is a gross misassociation and an inexcusable exageration. You then proceed to linking Sony with that situation and advancing that they will be sued. A fine example of poor logic. What Sony is doing is simply trying to level the playing field by making it harder for cheaters to gain an advantage through outside means. They OWE it to the other 99% of ALSO PAYING CUSTOMERS that do not want others to have unfair advantage. The customers paid for the right to access the online world, not to try and break the rules.

      There's a reason the client gets a lot of info about thing the player cannot see. For instance the tracking skill needs the info of all the mobs in the area to work properly. Sony is not uploading your e-mails to the CIA. And of all things, what people using ShowEQ are doing is anything but fair. Your post is seriously delusionnal.

    6. Re:Well written! by UberOogie · · Score: 4, Insightful
      The comment was intended as a general thought on whether users should have to trust the programmers of any application, whether it be a game or a browser or a specialized net/Internet application.

      It is a client/server game. By watching the information that goes to and from the server and decyphering it, you are cheating. Period. You have a choice if you choose to play the game: You can play the game and cheat, or you can play the game and not cheat. If you chose to cheat, you have to accept that Sony will try and stop you.

      That is all this boils down to. MS is just a straw man that has nothing to do with this. Apples, oranges.

      --
      "Enough of this wretched, whining monkey life." -- Marcus Aurelius, _Meditations_, Book 9, 37
    7. Re:Well written! by Buran · · Score: 2

      The invasion part occurs when they scan your computer to see what other processes are running. It is fairly well known that EQ does this. They're looking to make sure You Aren't Running Anything The Big Megacorp Doesn't Want You To Be Running When You Use Their Stuff. For anti-cheating purposes, supposedly.

      It's a slippery slope. If they start doing it with a game, which most people are going to write off as "it's just a game" -- how long before it starts happening with truly important software? Someone said that my mention of Microsoft was apples and oranges, but is it? As far as anyone knows, they don't do this sort of sniffing -- yet -- but I wouldn't be surprised if they start doing it to, say, find out if people are actually using OpenOffice as opposed to their own Office, and trying to disable OO if so with scary enigmatic "error" messages.

      THAT is what I'm talking about...

    8. Re:Well written! by UncleFluffy · · Score: 2
      The invasion part occurs when they scan your computer to see what other processes are running. It is fairly well known that EQ does this.

      IIRC, they stopped doing this a while back and "promised" never to do it again. However, anyone who trusts that promise may be interested in a bridge I have to sell.

      I still have copies of the packet logs containing parts of the directory structure of my hard disc that were being sent out from my PC in cleartext, without my informed consent. Very dubious legal ground, Sony, as you were reminded at the time.

      As far as MS goes, anyone remember the mysterious - and apparently deliberate - incompatibility between Win 3.1 and DR-DOS ?

      --

      What would Lemmy do?

    9. Re:Well written! by mabinogi · · Score: 2

      The number one rule when developing ANY client / server application, in which security matters at all, is DO NOT TRUST THE CLIENT. And that most certainly goes for the user using the client too.

      Microsoft (and Sony for that matter) not trusting the user is just good practice.

      Not trusting Sony in return is also good practice, so take your own security measures...and run the game as an untrusted user on your system..
      That way you know it can't kill anything not running as that user.

      --
      Advanced users are users too!
    10. Re:Well written! by Quixadhal · · Score: 2

      Soooo, by your analysis, we all cheated like fiends back in the days of "The Bard's Tale" by making paper maps as we played the game?

      Likewise, obviously we're all cheaters by drawing maps of an area based on the DM's description when playing live role-playing games.

      IF the maps on EverQuest were randomly generated, I might agree that it's a bit of a cheat to show you the entire map without exploring... but since they are static and unchanging, doesn't it really just level the field for people who DON'T have photographic memories or spend 8 hours a day playing?

      Having said that, I don't know if ShowEQ also does other kinds of things like display hostile mobs or other players... that is certainly cheating. Displaying the map is just a way to avoid spending the $40 for a printed "EQ Atlas" and having to use room lighting to read it.

      All you people who cry "cheat" every time someone does anything outside the normal game... try playing a game of cards with the corners removed. Those little numbers up there used to be considered cheating by some, as you could obviously tell what the card was by counting the pips, or by the picture on the face.

      If Sony is really serious about stopping cheaters, then they need to do some real analysis of their protocol and both find a better encryption system AND reduce the amount of client-side data. If it's running under windoze, people can and will scan memory for soemthing that looks like map data, even if they don't snoop the packets. Maybe what they ought to do is either introduce randomness into the maps (not easy, as they are all hand-designed), or give people what they obviously want... a map which you can choose to not use.

      PS: I used to play EQ around the second expansion. I'm an explorer type, so I DO enjoy wandering around and learning where things are. Once you've wandered an area a few times though, it's just tedium to try and remember exactly where things are, and so I used paper maps after I was done exploring and just wanted to get to somewhere specific. An in-game map would have been nice, or just the ability to alt-tab to a web browser for that matter.

  7. Clickthrough License by man_ls · · Score: 5, Interesting

    In EverQuest, the license agreement must be accepted each time you start up the game.

    No auto-yes option. No "I understand and agree, don't tell me again" option. You [b]must[/b] click "I Accept" every time the game EXE is called.

    If you've accumulated any significant level or /played time, you've seen that license hundreds of times. Whether or not you've read it is illrelevant, but you've willingly clicked yes to it hundreds, if not thousands of times.

    I'd say that makes it pretty binding.

    1. Re:Clickthrough License by Flamerule · · Score: 4, Informative
      In EverQuest, the license agreement must be accepted each time you start up the game.

      [...]

      I'd say that makes it pretty binding.

      Well, no. A contract forced on one party by another, with no negotiation whatsoever, is never a real legally-binding contract, no matter how many times the powerless party is forced to click "I Agree".

      Also, I'd just like to say that having to click through an EULA every time one uses EverQuest is, ah... extremely fucked-up.

    2. Re:Clickthrough License by anonymous+loser · · Score: 2
      A contract forced on one party by another, with no negotiation whatsoever, is never a real legally-binding contract, no matter how many times the powerless party is forced to click "I Agree".


      It's not forced on anyone. There are two buttons: "agree" and "disagree" (or something like that). If you disagree with the license, you don't have to play the game. The whole point of a contract is to manage the exchange of X for Y. With EQ, you are giving up your rights to reverse engineer, sell your character, and God knows what else, in exchange for being able to play in a really big chatroom where you also get to kill giant spiders.

    3. Re:Clickthrough License by NDPTAL85 · · Score: 4, Insightful

      There is no forced contract with EverQuest. You don't want to agree to the contract? Fine. Then you don't get to play the game. No one is putting a gun to your head and telling you to click the Yes button. You make a concious decision to agree to the contract each time you play the game. Its a VIDEO GAME, how you could even arrive at the concept of a "forced contract" in order to play is simply amazing.

      --
      Mac OS X and Windows XP working side by side to fight back the night.
    4. Re:Clickthrough License by Izeickl · · Score: 2

      "Well, no. A contract forced on one party by another, with no negotiation whatsoever, is never a real legally-binding contract"

      Does this include the GPL license agreement with all open source software?? Yay, im gonna go steal me some code.

    5. Re:Clickthrough License by Surt · · Score: 3, Insightful

      The force involved is that they already have your money, and aren't willing to return your money if you don't agree to the EULA.

      Since you can't negotiate the return of your funds for the return of all services, the EULA is void as a contract.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    6. Re:Clickthrough License by canadian_right · · Score: 2

      the GPl gives you extra rights when you agree to it. If you disagree it reverts to standard copyright law where you have no rights at all.

      --
      Anarchists never rule
    7. Re:Clickthrough License by bleh-of-the-huns · · Score: 2

      Your wrong, when you first purchase the game, you get the first month free. You are still required to click through the license a few dozen (if not more) times during your trial period, once that is up, you pay or move on, if you pay, that is implying you have agreed to the license which you agreed to so many times before hand during your free trial. Just because said people have not read it, does not make it any less legally binding.

      Everything inside EQ belongs to Sony, they can dictate to you what they want.

      On the otherside (yes I play eq, no I dont use showeq), the seq peeps can do whatever they like as well.. what it comes down to is, both parties need to obey the law, whether or not they do is irrelavent, they just need to follow one simple rule... "Don't get caught"

      Sony scanning machines etc, and the seq peeps reverse eng. the encryption, are technically both illegal according to current US law, but if neither party gets caught, who cares :)

      --
      I came, I conquered, I coredumped
    8. Re:Clickthrough License by batkiwi · · Score: 2

      The sony EQ EULA gives you EXTRA rights when you agree to it: the right to connect to their server.

      As we all know, it's illegal to attempt to connect to a non-public system that you don't have permission to access. The EULA gives you permission to play the game on their server.

      You can RUN eq on YOUR computer all you want. In fact, sony hasn't tried to shut down the "run your own crappy eq server" projects, mainly b/c it'd take a huge company with a ton of $$$ to run servers on the scale sony/verant does.

    9. Re:Clickthrough License by ajs · · Score: 3, Insightful

      Every patch can change the license. How often am I expected to read it all. No, I click a button that for all intents and purposes reads "get me the f**k into EverQuest".

    10. Re:Clickthrough License by swv3752 · · Score: 3, Insightful

      There is no license on the outside of the box. I buy a piece of property- game cds and install it on my computer and after the seal has been broken and who knows what is now on my computer they say I have to accept this license to play the game. And they do it again after I pay ten bucks a month?

      For any normal contract you are told the terms before you pay. This was the case with my apartment, car loan, and ISP. Why should any software be subject to a different set of rules?

      --
      Just a Tuna in the Sea of Life
    11. Re:Clickthrough License by swv3752 · · Score: 3, Informative

      You payed money for the game. You were not told the conditions of the contract before you paid for the game. Failure to agree is like throwing away money. Any eula is extorting you to agree.

      Go get a clue before you give away your rights.

      --
      Just a Tuna in the Sea of Life
    12. Re:Clickthrough License by swv3752 · · Score: 2

      You are never forced to accept the GPL. Of course, nothing else grants you the right to redistribute Copyrighted materials. Hence the difference between EULA's and the GPL, EULA's take away your rights, and the GPL grants you additional rights.

      --
      Just a Tuna in the Sea of Life
    13. Re:Clickthrough License by Spruce+Moose · · Score: 2, Informative

      It's not forced on anyone. There are two buttons: "agree" and "disagree" (or something like that).

      It's called a unilateral contract where one party dictates the entire terms of the agreement.

    14. Re:Clickthrough License by Surt · · Score: 2

      The problem is they try to force a license change on you after you pay during the course of a month, with no provision to refund that month's fee.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  8. Sony just needs to fix what they send... by Jerrith · · Score: 5, Insightful

    The big advantage people get from decoding the zone information is the name, and to some extent, the position of monsters all over the zone. If Sony changed EQ to only send data about monsters that are near you (within a reasonable distance) there would no longer be a big reason to decode the zone data. 99% of what you'd be seeing you could also see by turning in place, and clicking on each monster.

    Due to how the servers are setup however, it seems to be more efficient for them to send out all the monsters, rather than do the range calculations and just send the nearby ones.

    My prediction, if a Windows version is released and becomes widespread (and I consider the latter likely if the former occurs), is that Sony will, finally, bite the bullet and change the code. It's not quite as straight forward as I may have made it sound, as there are some other systems (such as tracking) that will have to be significantly rewritten as well. However, if they really want to stop people getting at this data, really the only way to do it is to stop sending the parts that aren't needed. :)

    1. Re:Sony just needs to fix what they send... by Znork · · Score: 2

      So, can you tell me why Sony has to send that data to a player not logged in with a tracker? Can you tell my why Sony has to send that data to a ranger who does not have his tracking window up? Can you tell me why Sony has to send the exact xyz position of the mob rather than the con level and the direction _which is what the ranger sees_?

      It's not called "Tracking". It's called "laziness" (if you're kind) or "incompetence" (if you're less kind).

  9. More information on the story... by Valen0 · · Score: 5, Informative

    According to the Sony developer that everyone talked to, the changes that Sony makes to the encryption only takes 20 minutes or so. I believe that part of that time included remaking about 5 different binaries with the new code. Sony just has to change the 5 or so #define's on the encryption and everything breaks. Also, according to the same developer, Sony will not spend much time on breaking ShowEQ until management decides otherwise.

    How ShowEQ is fighting back is very interesting. Encryption information is stored at a preset offset in the client. About a month ago, SOE changed it so that, on NT/2000/XP boxes (this didn't effect Win 9x), other programs (even on accounts with "Administrator Access") couldn't read that memory space. However, ShowEQ developers eventually got around the limitation by making the key reader run as a service on the NT LocalSystem account. This service can then send the key information to the decoding system.

    As for WinShowEQ, I have sources that have told me that WinShowEQ is an easy port to make. If they are serious about making it and releasing it, expect to see it sometime soon.

    --
    -Valen
  10. What if we don't want to? by fimbulvetr · · Score: 3, Interesting

    I hear all of your posts, about how they should get a life, blah blah blah.
    I myself played everquerst for about 18 months on and off. I averaged 15-40 hours a month, depending on the month and how I felt.
    Everquest "zoned" me, to another world. In our(Non-eq) reality, it left me behind a computer, with closed curtains, fighting and sweating while in battle.
    When I was 17, I robbed a firestation, got a drinking and driving minor, and sold adderol (Meds for ADHD) to my school peers.
    By the time I was caught I had 30 felonies(Possession with intent to distribute in a drug free (school) zone.), and 50 years in prison staring me straight in the face.
    I lost my license and was on house arrest for over 4 months.
    About a year later, I was accepted and attended one of the top engineering schools in the nation.

    Now, my question to you, is: If I can't spend my time playing EQ, and raising my daughter, do you want me selling a perscription legal meth to your brothers and sisters?
    Don't get me wrong, I'm well past that stage, but I'm sure if I did not have habits that keep me home, or somewhat entertained, I'm sure I could find something to do outside in a city of ~3 million people.
    I have not done drugs in 6 years, and have drank about 24 beers since I was 16.
    I save TONS of money, $15 a month is a lot for EQ sure.
    But consider what it saves you.
    If I'm spending 40 hours of afterwork/weekend time on this game, I'm not eating with my friends, I'm not buying gas driving around.
    I'm not doing anything that will harm you.

    Sure some people will kill themselves over this game, just like some willl spend $9000 on a character on ebay. But that's evolution. If they killed themselves prior to reproduction, we won't have to worry about those genes surfacing for at least a little while, but hopefully they will be rid of just as fast.
    I'd rather have joe schmo killing himself(maybe a few others) because of distress from the game, than driving with his drunk buddies at 1:00 at night while I am on my way to drop off my daughter at her mother's house.
    It is more probable Joe kills me while driving drunk than if I was an innocent bystander near his EQ game.

  11. Emulators by cjunky · · Score: 2, Informative

    EQEmu (An Everquest Emulator) was also having a problem with the encryption until our master coder (Go Quagmire!) Found out that it uses a default key if sent the right packets to the client. Since then, we are able to run with the latest client.

    I have watched EQEmu grow over the last year, and this Wednesday, we should have our best release yet! We are going on 1 year of releases on Dec 4th, so why dont you download EQEMu and see what it is like to run your own server.

  12. Cheaters, Online gaming and Click through EULAs by Tseran · · Score: 3, Insightful

    Firstly, no matter how you paint it as creative coding and a good hacking & cracking job at the code, it still is cheating. What the article failed to mention is what else the ShowEQ program does. It doesn't just show a map, it also shows all the monsters in that zone. So, someone who has that can walk through a very dangerous zone, unhindered by evil beasties should they desire. Or perhaps they are hunting the elusive Gobbleygook dragon, and they can find it within minutes. If Player A uses it and starts gaining levels and platinum faster then Player B, who elects to do it normally, what happens when Player A decides to attack Player B? (assuming this is on a PvP [Player versus Player] server) It is cheating, plain and simple. Like Microsoft's closing out of modders of the X-box (And as much as I am loathe to agree with MS on anything, I must on this), Sony is trying to keep the game fair for everyone. I wouldn't want to play a game where people could cheat like that. Who knows, now they can see the map and monsters....what's next?

    As to the Click-thru EULA, I think that with the way that they force you to think about clicking on the button, it is legally binding. However, I still don't like the idea of companies attatching unreasonable things to their EULAs. Next thing you know, MS will be asking for the soul of your first-born in the Windows EULA, and a sacrifice of your spouse in the Office one. But the question is, would a clause against cheating be a fair addition to a game where dozens of others are paying to play? Your cheating makes it a worst deal for those others who pay and play nicely.

    And no, I don't play EverCrack...I just know lots of people who do.

    --
    .sig: It's what's for dinner.
    1. Re:Cheaters, Online gaming and Click through EULAs by Hrothgar+The+Great · · Score: 2

      within the rules of the game, if you have the right character class at a high enough level

      But if you don't, and you use the powers of that class and level anyway, then aren't you in fact... a cheater?

      Hint: Yes.

  13. *sigh* by kasek · · Score: 4, Interesting

    Although I have played EQ off and on for the last 3 years or so, and have heard of ShowEQ, i never really knew what it was used for. I dont have a Linux box, so it didnt make much difference for me. What does concern me about this is that with a windows version, the program can and will become far more widespread. I would compare it to the recent developments in the diablo II community.

    There has always been trade hacks, and this hack, and that hack, but to execute them, you usually need packet sniffers, have to understand how the program works, and basically know what you are doing. Every once in awhile, one would come along that was easy to use with some fancy UI and mass chaos would ensue.

    Anymore, most players use Pindlebots or Mephisto bots, to just endlessly kill those bosses over and over for hours on end, hoping for some uber item to drop, and in the meantime racking up exp. They are extremely easy to use, just run the executable, configure the config for your character, and it does everything else for you with zero interaction. Now, you can't create a game without having to wait in line on the USEast Realm, and you can get just about any item you want in the trading channels.

    I ran pindlebot for two weeks, and in that time, i got alot of the best equipment in the game. It seemed nice, to have this great character, but ultimately it ruins the game, because you have the best equipment, theres no challenge, theres no point in playing the game anymore.

    If ShowEQ does get ported to Windows, I can only imagine similiar situations like this arising. The masses start using the program, and ultimately the legitimate players become too frustrated and leave, and the players with the cheat / hack / dupe / whatever ultimately become bored with the game, and a game that was once a great way for people to pass time becomes the playground for the people have ruined the game.

    1. Re:*sigh* by StarTux · · Score: 2

      Not likely in this case as showeq will not give you items, or help you make some items through macro's, or other forms of cheating.

      Most useful function for showeq was actually getting around without getting lost, its not used for duping at all thankfully.

      this was an issue a few months ago, massive amounts of coin was being "macroed" (someone at a trader running macro's that used bugs in the code to get very rich). Sony seriously cut down on those exploiters awhile ago as it was ruining the game economy like you mention, but showeq did not have this function.

      Showeq is good utility that can be used to assist players who routinely get lost in large zones (and then killed, who then create more work for the Game Masters who have tell them tough shit that they got lost and killed by a bunch of creatures...). But, in the wrong hands it can be used for players for doing worse things, like finding that elusive mob from way across the zone.

  14. DMCA upgrade? by NDPTAL85 · · Score: 2

    Maybe the DMCA should be updated to also include interfering with the IT centric business process of a corporation. That would make things like what ShowEQ and BNETD do illegal and leave no doubt as to their activities.

    Then the folks who pay to play these games can get back to their fun without having to worry about as many cheaters as there are now.

    --
    Mac OS X and Windows XP working side by side to fight back the night.
    1. Re:DMCA upgrade? by medeii · · Score: 2

      Y'know, it really makes me sick to watch people giving up their rights for really stupid reasons.

      First off, BnetD is NOT a cheating tool. It is a program that allows the user to run their own Battle.net server, and connect to it with the standard clients. It violates no portion of any existing software license, and besides, reverse engineering is a perfectly legitimate reason to make such a program. Don't forget that Sony sued Connectix for basically doing the same thing -- allowing gamers to use their PCs rather than a PlayStation console -- and lost, miserably. Your association of it with ShowEQ, and your last sentence's insinuation, are both fallacious and totally incorrect (not to mention misguided.) I use BnetD so that I can play on my own server, with my friends, and not have to deal with the pathetic losers that clog Battle.net with Pindabots and other hacks.

      Your suggestion that the DMCA be 'upgraded' is totally off base for something of this magnitude. So there are cheaters. So what? Do we really need another law to explicitly define (for the umpteenth time) that cheating is wrong? Let the companies deal with the cheaters on their own time, with their own money, and according to their own rules. It is not the government's responsibility to play mediator for every dispute, especially when it's about a simple breach of contract.

      --
      got standards? --- http://www.w3.org/
  15. Re:What up What up? by entrylevel · · Score: 2

    Except that EQ for PocketPC is single player only.

    --
    Karma: Incomprehensible (Mostly affected by posting at +5, reading at -1, and metamoderating everything unfair.)
  16. Man in the Middle attack? by kakos · · Score: 5, Interesting
    As I understand it, ShowEQ is usually run on a different computer on the same network as the EQ box. It sniffs packets and then does its thing accordingly. Why not use that ShowEQ box to block the initial key exchange and generate and send its own key. The EQ server will then encrypt the key and send it to the ShowEQ. ShowEQ can then just decrypt it. It would only be a matter of figuring out the protocol and type of encryption that the servers use.

    The Man in the Middle attack is one of the oldest and still most effective attack on public key encryption.

    I don't know all the details, unfortunately. They may very well have tried this already.

    1. Re:Man in the Middle attack? by ealar+dlanvuli · · Score: 2

      What I never understood is why they don't use the cd key + your account password as a private key or something really tedious like that. 99.999% of casual hackers would give up if they had to do that, and I can bet almost no one would type their EQ password into a "hacking" program (EQ account piracy is big money, remember those accounts sell for a few hundred each).

      --
      I live in a giant bucket.
    2. Re:Man in the Middle attack? by hansendc · · Score: 3, Informative

      Sigh... A Man in the Middle attack only applies to key exchange where neither of the parties has any way to previously authenticate each other.

      The easiest way around this (that Sony probably uses) is using a "shared secret" which was communicated using "out-of-band communication". Your web browser uses this to make sure that websites are secure. Your browser came with some public keys which can verify a web site's own encryption keys. These make sure that https://www.buyme.com really is who you think they are.

      The out-of-band part is because these verification keys came with your web browser when you downloaded it and weren't part of the transaction with https://www.buyme.com where you bought something.

      Everquest can simply come with a set of keys to verify that traffic which appears to come from the EQ servers really did come from there. Without modifying the Everquest binary, you're probably SOL for being able to fake these on the client side, and I'm pretty sure they check for binary modification at this point.

  17. I am a ShowEQ user. by Anonymous Coward · · Score: 4, Insightful

    Pardon me for posting anonymously, but at this point I don't QUITE feel like losing my account... which wouldn't be so bad if I could give the character to someone else. But, I digress.

    I use ShowEQ. Does this make me a cheater? Yes, in the strict sense of the definition, it does. Here's comes the more important question: would I still play if I didn't have ShowEQ? No, but not for the reasons you might think.

    I do not use ShowEQ to benefit myself at the expense of others. If I was playing on a PvP (Player vs. Player) server, that might be one thing, but I do not. When the packet decryption was working, I would use ShowEQ to avoid monsters that would assuredly kill me (I'm not a melee class.) I also used it to track down the location of groups that invited me, track how much experience I have left to level (as an iidle curiorsity), and find friends' corpses. None of these helped me at the expense of others; in fact, one might argue they helped in others' benefit.

    Much more important, and this function still works without packet decryption, is that I use ShowEQ as a GPS. I have a horrible sense of direction in these games, and a lot of the time EQ's terrain in a zone is uniform. I could never get the hang of the /loc system, and Sense Heading never told me much except where I was facing. Without a map to tell me where the hell I was, I was lost and useless. This game is absolutely worthless to me if I can't figure out where the hell I am. Other games such as World of Warcraft come with a built-in map function, so I really wouldn't need a packet sniffer for it. But for me, in EQ, I need it to play. Otherwise, I'd just cancel my account, and Verant/Sony would be the ones to lose, because they would not get my money.

    In the end, yes, you could say I cheat. But maybe, just maybe, if Verant made the game a bit easier for me to figure out where the heck I was, I wouldn't need ShowEQ. I can't be the only one with this problem; there are a LOT of us ShowEQ users out there. (We may not admit it, but we're out there.) As it stands, I really enjoy playing EQ, and helping out my friends. If Verant wants to lose me as a customer over this, that's their loss, not mine. (Friends of mine will tell you that while I like the game, I'm not addicted.) And for those of you who condemn me for being a cheater... well, go right ahead. But I still say that I need the tools Verant provides... not for my own score and glorification, but as a basic aid to help myself and others.

    1. Re:I am a ShowEQ user. by GooberToo · · Score: 2

      Why was this modded "overrated?"

      Guess some SEQ cheaters had some mod points today and didn't like being told the truth. How very sad.

    2. Re:I am a ShowEQ user. by GooberToo · · Score: 2

      Sounds like you need to re-read the original message. I don't think you comprehended what was being said.

    3. Re:I am a ShowEQ user. by Nogami_Saeko · · Score: 2

      It was probably modded overrated because of your rant. You can say everything you were trying to say without being personally insulting to another poster and still get your point across.

      If I had mod points at the moment, I would've modded it flamebait myself...

      --
      "Nothing strengthens authority so much as silence." - Charles de Gaulle
    4. Re:I am a ShowEQ user. by GooberToo · · Score: 2

      Actually, as rants go, it was very mellow. To top it off, most everyone is tired of these idiots that say things like, "gosh, I didn't kill him...I only loaded the gun. See, I'm not nearly as bad as the other guy." This back-assward logic is ruining most online gaming experiences and all of the people that modded me down are the lazy people whom do nothing, thus allowing it to continue. After all, it was "that guy " that shot him, not the other one!

      After it's all said and done, it's pretty sad when a truthful opinion is marked as flamebait or overated (especially when it hadn't been marked up in the first place). I have to believe it was done so by SEQ users that didn't appreciate someone pointing out the type of people they really are. After all, on too many occations I've seen far too many rants that were completely offtopic left alone or even modded up. Modding this down was like saying, "there, there, leave the robber alone...he just didn't know that wasn't his house. Oh, poor baby. He only broke in and looked around...he didn't really steal anything." My heart really goes out to him for being so wacky.

      If you bothered to read his reply you'll see that his only comment was that I obviously didn't play. Not once did he bother to address any of the issues that point out what a cheater he really is. Notice that he completely ignored all of the points that explain how he can play without using SEQ. But nope...why would he when there are so many ready to people like this do as they please while ruining the experience and joy for everyone else.

      After all, it's easier to shoot the messenger than it is to fix the problem. Those that modded me down and agree with that action deserve to have their online experience completely ruined. And yes, it really is that black and white.

      Also notice, I had the guts to use my own name...he couldn't even do so...If he's so justisfied, how is it he has to hide in the shadows like any other cheater?

  18. Cheaters = Wankers by Czernobog · · Score: 5, Insightful

    Flame me all you want. Mod me down.
    But anyone who doesn't condemn the actions of this group is no better than them.
    This game belongs to Sony. They make the rules, so either play the game as its creators intended the game to be played or don't play it at all.
    If you think that this app is a valuable addition to the game, convince Sony to accept it and help those wankers develop it. If they say no, then just go away. It's their game.
    Otherwise, you're no better than the people who exploit the in-game weaknesses. A cheater.

    --
    /. Where the truth
    1. Re:Cheaters = Wankers by Dillon2112 · · Score: 2, Insightful

      Umm, right. Because all those Doom mods that we didn't convince id to help us develop were cheating too. And the quake mods. Oh wait, they were the birth of the concept of the mod community.

      Don't sit back in your armchair and dictate in 24 words the entire world of cheating as you see it, with no evidence.

      ShowEQ has done a lot to make the players and developers understand how the game world works, and a lot of official changes to the game have resulted from the data players collected using ShowEQ. For this, it is good. But for finding monsters that are supposed to be hidden, or for gaining an unfair advantage over other players, it is bad.

      Research what you make declarations on, and speak responsibly.

    2. Re:Cheaters = Wankers by Znork · · Score: 2

      Exactly, Sony makes the rules. They made the rule that says 'anyone who wants to can cheat' simply by sending data to the client that doesnt have to be sent. They intend the game to be played by using ShowEQ. They've written the entire support for it into the architecture. If they didnt want ShowEQ they could easily remove the extra data (and lessen the load on peoples internet connections at the same time). Since they dont, they obviously support and endores the use of ShowEQ.

    3. Re:Cheaters = Wankers by ajs · · Score: 2

      Sony can accept ShowEQ or not. It will impact *how much* but not *if* it is used.

      You can jump up and down until you are red in the face, but EVERY GAME will have this kind of program written for it. In the end, what is the real harm of ShowEQ? To my eyes it seems to have improved the game. I honestly think that ring events were a direct result of ShowEQ, and they're one of the things players have enjoyed most about EQ in the past year or so.

      If Verant was willing to add the features the players ask for like mapping and better tracking for the classes that get it, then I'd feel that there was some doubt as to the validity of ShowEQ, but that's not the case.

  19. Games have to be the thinnest of all by Perianwyr+Stormcrow · · Score: 3, Interesting

    Every MMORPG I have played has started out not nearly as thin as it had to be, and nearly all have had to undergo significant redevelopment to rectify this matter.

    EQ can be forgiven for not knowing this at its start (it was one of the earliest MMORPGs) but it's had a long time to learn from its own experiences and those of its competitors.

    Assuming that everything known by the client will be known and exploited by the players using it would seem to be the safest rule.

    --

    What we call folk wisdom is often no more than a kind of expedient stupidity.-Edward Abbey

  20. Asheron's Call Was Broken Long Ago by The+boojum · · Score: 4, Interesting

    Asheron's Call has been like this for years. There's a program called Decal that intercepts and can forge packets between the client and the server. It exposes them through COM to a plugin architecture, allowing people to easily create plugins that interact with the game.

    On the one hand it could considered cheating, but at this point, most people seem to run it and it's made some fantastic things possible. For one thing there's a plugin called ACArm which allows figures out how to switch between armor profiles at the touch of a key, much more easily than figuring out the right order and dragging and dropping manually. There's another called Robochef that automatically does crafting. And one of the oldest and best known, Sixth Sense which can scan for items/monsters/players etc. is almost required for some challenges in the game. (Find random spawn monster somewhere out in the wilderness.) It takes much of the tedium out of a game that's supposed to be fun.

    The down side, though, is that people have come up with money making trade skill macros where you just load up your character with enough starting cash and some of the ingredients, and it crafts a bunch of items, sells them at a profit, buys more ingredients and continues. That inflates the economy a bit, though not much it seems. Worse, some people have made combat macros that automatically camp a spot and kill all the monsters. It's very annoying to be running around in a dungeon and finding a mage perched in a corner stealing your kills. (Combat macros are now a bannable offense under the CoC, however. Also, the Decal devs are very anti-combat macros.)

    Anyway, I know that's AC and not EQ, but I just thought I'd mention that as an existing example of where this can lead. It's got its down sides, but it's mostly been a good thing for the game.

  21. Client cheating can be stopped by Perianwyr+Stormcrow · · Score: 2

    The answer is simple: DO NOT LET THE CLIENT KNOW MORE THAN IT ABSOLUTELY HAS TO, and be willing to CHANGE THAT DEFINITION on an ongoing basis.

    Serverside cheating is the real bitch of the matter in MMORPGs, and no law will save you there. Only long term vigilance and quick response will protect a MMORPG population from serverside exploits.

    In a related note, BNETD is not even the same thing as ShowEQ. BNETD is a server emulator, and in fact is more conducive to lower cheating rates simply because one can create "walled gardens" wherein only trusted users can play, and the player population can be more appropriately vetted for fair play- mechanics-related, sportsmanship, and otherwise! ShowEQ is akin to a EQ debugging program, showing data known by the client but not revealed normally.

    --

    What we call folk wisdom is often no more than a kind of expedient stupidity.-Edward Abbey

  22. Boy, that's silly by Perianwyr+Stormcrow · · Score: 2

    I always thought the point of new client architectures was to enable players who'd like to play but don't have the right gear to enter the game at the moment.

    Making new servers for them seems rather redundant If they want newbie servers, they ought to make new servers and limit them to accounts under their first 90 days of play time for the first 90 days of the server's existence (UO did a similar thing with the Lake Austin server for new accounts when it opened.)

    --

    What we call folk wisdom is often no more than a kind of expedient stupidity.-Edward Abbey

  23. Locking out min/maxers is ridiculous by Perianwyr+Stormcrow · · Score: 2

    Min/maxers are some of the most serious players of any game. The fact of the matter is that we all engage in min/maxer style behavior when we play, regardless of style, because we want to succeed in the game to be able to enjoy it.

    Accomodating min/maxers makes them into your unofficial debugging force, as well- if a game's based on numbers, you ought to be able to see the numbers. Other people want to see them, even if you don't- and trying to legislate your form of "immersion" on players is pretty silly. We all find our own level.

    Remember, also, it's your friendly neighborhood explorer that teaches you all those nifty tricks that you use every day :)

    --

    What we call folk wisdom is often no more than a kind of expedient stupidity.-Edward Abbey

  24. Same thing, different words :)

    --

    What we call folk wisdom is often no more than a kind of expedient stupidity.-Edward Abbey

  25. That's the proper solution by Perianwyr+Stormcrow · · Score: 5, Informative

    Years ago, Ultima Online had a pretty egregious cheating application called UOExtreme. It let you do all kinds of special stuff- run faster than normal, see hidden people, get an automatic readout of damage you did to players, and have general interface improvements that allowed you to play the game more efficiently.

    Well, people got banned for UOE use for quite a while, but the thing that killed it was that the UO dev team simply emasculated it and made it no more than a device for the delivery of trojans.

    How did they do this? Clever engineering and greater awareness of the needs of their playerbase.

    Fastwalk was fixed by making walk packets require a response from the server before moving the player.

    See hidden was fixed by just not telling non-GM clients where hidden players were, and disallowing attacks and other operations on hidden characters. Invisibility was handled in a pretty slipshod way beforehand- the server just told the client, "hey don't show this guy."

    The automatic damage readout was just integrated into the client, with the addition of Starcraft-style health bars showing the damage level of your current target.

    The interface improvement issue was solved by the legalization of a similar program called UOAssist. Many operations in UO rely on an extremely clumsy interface requiring many mouse clicks and movements for actions that should be far simpler. UOAssist changes this, offering somewhat of an "expert interface" for the game. UOAssist's author sends all program changes to UO's developers to be examined before release.

    Come to think of it, you probably know all this stuff already...

    --

    What we call folk wisdom is often no more than a kind of expedient stupidity.-Edward Abbey

    1. Re:That's the proper solution by FunkSoulBrother · · Score: 2

      Sounds like you need to buy a level 50 barbarian on ebay ;-)

  26. ShowEq by Char+Lander · · Score: 2, Insightful

    I just have to say this. If cheating was meant tob e part of the game then Sony would have added it themselves. They would have added special commands or buttons or what have you, to allow you to cheat.

    They did not and they are trying to fight the battle understandably. Is it going to hurt their market? I doubt it, but who is to say. If it is going to make a series of high end multi-account gamers quit then so be it. I am sure that is minor to the 400,000 subscribed users. (That is what I heard at last read on an EQ article)

    It is in my opinion that Sony is in the right to fight this. It is also in their ability to do whatever they please to keep ShowEq from working as I am sure breaking the encryption is violation of the DMCA.

    Frankly I think this whole topic of debate on whether ShowEq is okay or not is a waste. If you can't tell right from wrong now, then you never will be able too.

    Play the game as it was intended. Without 3rd party software.

    --
    ~Char Lander
    Brothers and sisters I have none, but this mans father is my fathers son
  27. What's the problem with more secure servers? by Arcturax · · Score: 2

    Honestly, why would you want to hack in? To cheat of course! One reason I avoid online massive games is because of the rampant cheating. It drives away good customers and players and leaves the cheating scum behind who are generally people you don't like to associate with anyway (their personalities are distinctly lacking...)

    So I can see why Sony wants to stop people from doing this kind of thing. Cheating ruins online gaming, so why is /. so upset when they try to stop it? Worry more about Sony and their backing of the RIAA/MPAA and DMCA. Don't waste energy worrying becuase you can't be unfair in Everquest anymore.

    --

    --Won't that be grand? Computers and the programs will start thinking and the people will stop. - Dr. Walter Gibbs
  28. If you can't beat 'em, join 'em. by LostCluster · · Score: 5, Insightful

    The comparison to TiVo is an interesting one. TiVo's policy is that they will gladly look the other way for some hacks, and in fact even make some of the hacks as easy as possible to pull off, in exchange for being able to declare certain hacks off-limits.

    Specifically, they make it easy to upgrade a TiVo with a large hard disk by designing their single-disk designs to have a place where the second disk can fit nicely in the box. They also it possible for users who want to accomplish their "daily call" over the Internet rather than a phone line by just happening to leave the server that handles those sessions at an Internet-accessable location rather than requiring that the only way into their network is through their chosen dial-up providers. The company sponsors (but does not actually run) message boards at TivoCommunity.com where hacking discussion is encuraged, and people can compare notes and share experiences.

    The tradeoff is that there are certain hacks that the company does not want to see made, and will not allow the TivoCommunity.com boards to discuss. There are the hacks that would either harm the company, like any hack that would provide another source of listings, which would eliminate the need to subscribe to TiVo's listing services, or any hack that would allow content to be extracted from the device which would surely bring down the wrath of the MPAA and friends.

    By allowing wide open back doors into their system, TiVo has been able to direct hacking efforts into the areas the company wants to see them go. Yes, there are a few people trying to drill through the concrete and get the "forbidden hacks" to work, but their numbers are few and they operate in obscurity compared to the company-sponsored forums.

    It's a total 180 from Everquest's "Thou shalt not hack us!" perspective. TiVo's offering carrots, Everquest is using rather ineffective sticks.

  29. Comment removed by account_deleted · · Score: 2

    Comment removed based on user account deletion

  30. cheaters are still cheaters no matter the OS by eagl · · Score: 3, Insightful

    The phrase "most resourceful" in the article is a rather thin disguise. The author is trying to say "Sony's best customers are also the ones most capable of becoming cheating bastards with the potential to ruin the game for the wider and less technically adept player pool."

    Hacking the protocol is great, nothing wrong with that. Actually USING the hack during public gameplay is cheating, plain and simple. I personally don't think it's something the courts should have to deal with, but it's still a game exploit and rampant cheating has ruined more than one online game in the past. Sony has every right AND THE OBLIGATION TO IT'S NON-CHEATING USERS to do whatever it can to hamper efforts to use game cracks/hacks/whatever to gain an unfair advantage over other players.

    That said, Sony better come up with something other than legal action in their efforts or they will suffer an amazingly embarassing loss. Short of pulling the game off the shelves, it's unlikely they'll actually succeed in "winning" this battle.

  31. Not Quite True by The+Raven · · Score: 5, Interesting

    There are many things that the client MUST know, for performance and usability reasons.

    Every request the client makes for information means another round trip access to the server. Another complex decision by the server whether the client should be allowed that information. When you have 100K users online, making requests like that dozens of times a second, it can get JUST A TINY BIT LAGGY.

    To alleviate these issues, the server sends some information to every client. The game map. The nearby creatures that the client may need to render at any moment. The current statistics of all the players equipment. All this information the client NEEDS to know.

    Here is an example of one thing people often think the client does NOT need to know... creatures that are behind a hill, or not in the players cone of view. However, what if the player whips around to look behind them? How disorienting and unplayable would it be if every time you turned it took half a second before you saw ANYTHING other than terrain? As for obstructed creatures, would you want to go around a corner in a dungeon and not see anything for half a second until the server caught up? Not to mention the exhaustively difficult math required to accurately determine whether you have line of sight to something or not.

    Thin clients DON'T WORK. At least, not in MMORPG's. Works for MUDs though. If you don't mind, I'll be going back to my DikuMUD now. :-)

    --
    "I will trust Google to 'do no evil' until the founders no longer run it." Hello Alphabet.
    1. Re:Not Quite True by Znork · · Score: 5, Interesting

      The game map is not sent. The game map is the zone files which are already local to the client (and which can be looked over using several means). The nearby creatures _and_ every other creature in the zone were sent last time I checked. To filter out which mobs position info to send to the client does not require communications with the client. It's trivial to fix that.

      Creatures behind a hill or not in the players cone of view? Umm... maybe press the camera button to switch views could help you? This is already visible in the game.

      LOS code is already in the game. As in 'you cannot see your target' - darn.

      If a mob is around the corner you start sending info on that mob to the client when it gets into such a range that it is concievable that the player will see it in a second or five. Not as soon as they zone into the same area.

      Thin clients ARE THE ONLY THING THAT WORKS or YOU WILL HAVE CHEATERS. Period. The client tells the player anything you send it. Period. The client tells your server any bullshit the player wants it to. Period.

      The client is the enemys foothold in your fortress, not your foothold in the enemys fortress.

      A moderately competent programming team and a reasonably smart architecture designer can code around the disadvantages of thin clients with things like path prediction and server-side components of player response time. But nobody, can _ever_ stop the players from reading anything you send them or sending you whatever they want.

    2. Re:Not Quite True by The+Raven · · Score: 2
      LOS code is already in the game. As in 'you cannot see your target'
      Yes, it is already in the game. And the server calculates it when it has to... which is ONLY when you select that creature as your combat target, and try to fire. Every time you shoot at a creature, the server calculates LOS (a very cpu intensive task).

      The server does NOT calculate LOS 10 times a second for every creature, object, and character within 100 yards of the player. Can you see the difference there? The two or THREE orders of magnitude extra CPU that would require?
      --
      "I will trust Google to 'do no evil' until the founders no longer run it." Hello Alphabet.
    3. Re:Not Quite True by The+Raven · · Score: 2

      Hmm. Maybe you did not read my comment, or got confused... I was agreeing with you. Nearly everything you said was a repeat of my comment.

      --
      "I will trust Google to 'do no evil' until the founders no longer run it." Hello Alphabet.
  32. Re:Speaking of the RIAA... by LostCluster · · Score: 3, Insightful

    I think the only factor that prevents a Palladium-based security model from being applied here is the fact that if they did that, they would have to make Palladium the only platform on which the game is available. Microsoft has quite a lot of skeptical people to sell on that concept before that becomes a viable business decision.

  33. I was a showEQ user by Anonymous Coward · · Score: 2, Insightful

    Like other ShowEQ users, I'll happily admit I used it. And I knew a LOT other people who used it too.

    Using ShowEQ is cheating, I'll admit that much as well. But the truth is, ShowEQ IS a benefit to Sony/Verant and they know it. Most of the ShowEQ users like myself would have quit EQ LONG ago if not for ShowEQ. It's kind of hard to explain, but I played EQ RABIDLY for about two years. I mean it was a total obsession. I had a level 60 Shaman, and level 57 Rogue...played both characters at the same time, and was pretty bored with the game. When I installed ShowEQ, I ended up playing at least 8 months longer, because EQ became FUN again.

    And you'd be suprised how many ShowEQ users are out there... I'd guess nearly 20-30 percent of the current EQ users use it. I know for a fact that ALL of the high level guilds use it. It's just too powerful of a tool. Here is an example, and excuse me for not remembering the names, but there is a super rare giant turtle in EQ, that spawns in an very large and usually devoid of users zone. If he did spawn, he'd usually wipe out any players in the zone that wandered to close, and then he'd despawn. Well I happen to be passing through the zone with my two characters, when this guy spawned right next to me, way out in the water. I check my ShowEQ map and see that there is only 20 people in the zone. most of them lower levels like 30-45. The funny thing was though, all of the higher level players in the zone, anyone level 59 or 60 where running on a BEELINE to my location. I'm talking level 60 warriors with NO TRACKING ABILITY, for some reason running RIGHT AT THE turtle, from accrossed the zone. Obviously all of the high level players where using ShowEQ, because there would be NO other reason to be running way out over the water for no reason, unless you KNEW the turtled had spawned.

    In the end, the "elite" guild on our server (Cazic Thule) got the kill, and I could tell all of them were using ShowEQ.

    Sony is definitely in a tough spot because they know as well as I do that ALL of the elite EQ guilds use ShowEQ. If Sony ever did find a way to block ShowEQ users I'd be willing to bet 20 percent of their user base would quit EQ, because once you've used it, you'd never play EQ without it.

  34. Re:What up What up? by TechnoVooDooDaddy · · Score: 2

    8 hours a day easily.... it was common for me to come home friday night from work, 5-6pm, and not log off until monday morning at 2-3am, continuously... 50-60 hours was the norm for my guild on the weekend..

    weeknights were hit and miss, but usually you were on for 4-6 hours a night...

  35. Uh, by Skreech · · Score: 2, Informative

    You don't start over when you die in EQ. The best scenario is you have a cleric raise you and you get 96% of your lost experience back, and you're out maybe 5 minutes. The worst is that you could lose your corpse and everything you owned was on it, but even an admin will help you out if you're honestly trying to get your stuff back and truely can not.

    But start over? Not at all. You're still the same level unless you were unfortunate to lose enough experience to go back a level, but you wouldn't expect to go from level 60 to level 1.

  36. Planes of Power Is The *BEST* Expandsion To Date.. by Anonymous Coward · · Score: 2, Insightful

    ..but the reason why ShowEQ works is because of core design decisions. Core issues are pervasive and will never be solved trivally. They will probably be in the game till it dies....

    Planes of Power in general is the smoothest, best release of an Everquest expandsion yet. It does some things that render ShowEQ weaker. They've removed as much client side monekying as they could. "Cheating" now is more about information wars than gaining a tactical engagement advantage.

    Information is power in EQ (there is a huge stink about the players who were allowed to close Beta POP had a HUGE advantage over those who did not). If you know what drops to look for, what monsters are key, what pitsfalls to avoid then you'll be spending more time advancing than picking up the pieces. With POP the barries for entry are quite high. Power Players who feel the crunch now more than ever are relying on external ways to farm information.

    So the things Sony/Verant are fighting are the non-obvious shortcuts. They want players to hunt high and low for the 4 monsters (out of the 1,000) that live in hidden caves. ShowEQ is used as a valuable short cut. ShowEQ can show you where the 4 monsters in the zone that you need to progress but only lightly helps you kill them.

    Any competent guild can survive without ShowEQ. With that being said, its something that most competent guilds use because it lets them focus on solving problems instead of farming information. How much of this is cheating and how much of it is getting around annoying RP-isms that don't work well in games is still up to debate.

    One thing that is being touched on in the debate is the idea of 3rd Party programs. Every game including EQ has shown that the developer does not have enough time and energy to extend the game's functionality exactly the way the players want it. However the players do. The spiffy UI is extensible and a great boon to players. If Verant/Sony is unwilling to extend the game to match Player's requirements then why not let them? If one wants to create a bot that hooks up a character to an irc channel then why not? If one wants to create a bot that emails people who aren't online then why not? This kind of extensibility I really love and all game makers should do more to promote.

  37. Everquest is actually very cheat-robust by merigold77 · · Score: 3, Informative

    I've been playing Everquest for nearly 2 years, my husband for nearly 4 years. It is a remarkably cheat-proof game. Nothing that ShowEQ does for people really impacts us. In fact even though we have never used it and never will, it's helped us because it supplies information to the people who supply it to the sites that we go to for information.

    The creators of Everquest have not allowed item duplication cheats, item stealing cheats, run speed cheats, etc. such as those described in the article referenced. In fact everquest "cheats" are things that you can do in game anyway: tracking (get a ranger of any level, or a sufficient level bard or druid), see invisible (a spell that takes hardly any mana, that casters all get at fairly low levels) etc. And things that everyone benefits from, not some unfairly (knowing what spells are available, what each spell does).

    Unlike other online games that I've played, Everquest hasn't been ruined by cheating. It's also fun for all levels, and though its true that those starting today may never catch up with the uberest players, that doesn't matter: it's fun at all levels. It's fun from beginning to end. It isn't about winning, it's -- like a tabletop rpg -- about playing and having fun.

    I don't think ShowEQ or its like applications (EQWin, that lets people play everquest in a window) cause any harm or help really. They are nice for people who like that kind of thing, but they are not cheats that ruin the game for everyone else.

    Maps are nice, but there's maps all over the web and freely available to anyone who cares to look for them; there are maps for sale by Sony in an official EQ Atlas as well.

    Basically, it's an excellent game that was well designed from the beginning to make sure the server took care of all important information exchanges. When there are occasional client side cheats allowed by new bugs introduced by a patch, they're always fixed super-fast.

    There are things Sony has done not that well with Everquest, but allowing cheaters to ruin the game for the rest of us isn't one of them.

    --
    Writing is the only socially acceptable form of schizophrenia. (E. L. Doctorow)
    1. Re:Everquest is actually very cheat-robust by yuzow · · Score: 2, Interesting

      Hmmm, you must not peruse the various EQ related boards very often, as cheating as how you described (run speed, duping, etc) has occurred quite often over the course of EQ's lifetime.

      Granted, most dupe methods are found out after a time, but those that were able to take advantage of them while they lasted (and avoided getting caught) contributed to damaging the game economy by introducing many rare drops that generally wouldn't have been in the game.

      Most of what you say about ShowEQ's benefits not being that great are true. Tracking, See Invisible, and a map program like Xylobot will get you most of the functionality that ShowEQ gives.

      Personally, I wish Sony Online wouldn't spend so much time fighting ShowEQ. What I believe is _truly_ hurting the game is the use of automated macroing programs to gain money at a ludicrous rate.

      Currently there's a program called Macroquest on sourceforge which allows you to control most everquest actions via scripts. Industrious folks have been able to find special tradeskill recipes that, when automated, can generated 6000-35000 platinum pieces an hour. For those that don't play the game, I belive 10k pp goes for $100 or so on playerauctions.com (check the web site for real numbers).

      So what happens is you get these asshats that have 10-15 computers & accounts all running macros generating hundreds of thousand of plat an hour, and then they go to playerauctions.com and sell it to other people for big $$$.

      This _huge_ influx of money into the game economy KILLS it for everyone else. When someone spends $250 to get a massive amount of platinum and can overpay for uber-item #10123 in the bazaar, those of us who don't cheat and only have 2k in the bank are screwed.

      Sony Online needs to spend the couple of days it takes to remove/modify the tradeskill recipes that sell for more than the component cost. This only has to be done for vendor buyable items, since those are the only ones that can be macro'd easily.

      The reason you see the spells you need for 10's of thousands of plat (C3 for 35k?!) is because people will pay for it.

      Yw

  38. Re:Just to let you know... by Lord+Bitman · · Score: 2

    Getting information from someone who got their information only through ShowEQ is using show EQ. You can't benifit from something and not use it. Just because it isnt running in your RAM

    --
    -- 'The' Lord and Master Bitman On High, Master Of All
  39. Consoles aren't the cure... by AmazingRuss · · Score: 2, Insightful

    ...Phantasy Star Online for Dreamcast was all hacked up within months of release. I think hacking will probably put a serious dent in the number of people that play MMORPGS...and Sony knows it, hence their efforts to stop it. It's really sad that some miscreants get power trips off cheating in online games. It pretty much limits players to playing with people they know, which greatly limits the pool of available people to play with, thus stealing from us the internets greatest promise...a vast number of people from all over the world to interact with.

  40. The Original SEQ Developers by Ashran · · Score: 2

    www.hackersquest.org

    --

    Before you email me, remember: "There is no god!"
  41. security vs. cost by autopr0n · · Score: 3, Insightful

    CPU time costs money, the more CPU time they burn on the server, the more money it costs them in terms of CPU time.

    OTOH, client machines have tons of CPU cycles that they aren't using or don't really need. The more you can offload to them the better.

    Cheaters can ruin a game for a lot of people, and people upset at cheaters leave and cost sony money.

    So it becomes an optimization problem, (in the statistical sense, not the computational one).

    Do enough to prevent cheating so that you wont lose more customers' income then the cost of the server load that's caused by your anti-cheating software.

    Throwing monkey wrenches into the cheater-coder's work is a very cheap way to prevent cheating that changes the equations around.

    --
    autopr0n is like, down and stuff.
  42. For more background, you might want to read this by dnaxe · · Score: 2, Informative
  43. Don't compare SEQ to aimbots... by pigeon768 · · Score: 2, Interesting
    Because they're entirely different things.

    The main difference between them is that 99.5% of players in EverQuest don't give a crap if someone else is using ShowEQ. There isn't a huge and overwhelming advantage vs. other players if someone's using ShowEQ. (There is on PvP servers. However, no one plays on the PvP servers because Everquest's PvP system sucks. And it has nothing to do with cheaters.)

    I used SEQ when I still played Everquest. All of my friends knew I used ShowEQ. My entire guild knew I used ShowEQ. About 2/3 of the people I got experience with knew I used ShowEQ. No one ever said to me, "Dude, that's fucked up. You're ruining the game for other people." Know why? Because I wasn't.

    I hate cheaters in half-life and its mods, and in quake and it's sequels and mods, but that's because the act of cheating ruins other peoples' enjoyment of the game which is an enormous difference IMO.

    It was amazing to watch people immediately start to whine when MS disabled modded X-Boxes from Live. Sure you can say there were "legitimate" reasons to mod the boxes, but come on.

    iirc, the "Big Deal" wasn't that you couldn't use your modchip while playing on Live, it's that MS banned you for life if your X-Box had a modchip in it, even if it's not enabled while playing on Live. It also did not discriminate between legitimate uses of modchips (playing imports, linux on X-Box- though that's not really legitimate in MS's eyes. ;)) and the ones who used it for cheating.

    There is also the little issue about unscrupulous modders changing the codes on their X-Boxes and banning codes that could very well that of a customer with a non-modded box.

    1. Re:Don't compare SEQ to aimbots... by UberOogie · · Score: 2
      I used SEQ when I still played Everquest. All of my friends knew I used ShowEQ. My entire guild knew I used ShowEQ. About 2/3 of the people I got experience with knew I used ShowEQ. No one ever said to me, "Dude, that's fucked up. You're ruining the game for other people." Know why? Because I wasn't.

      Forgive me for being cynical, but just because your friends and everyone directly benefiting from your cheating didn't see a problem with your cheating doesn't mean that it is okay.

      When you are playing a game, you are agreeing to play a game by a set of rules. When you break the rules to give yourself an unfair advantage without the conscent of everyone else playing, you are cheating and ruining the game for those playing by the rules. If people want to have an open cheat server, fine, as long as everyone knows what the deal is.

      But all you were doing is cheating.

      --
      "Enough of this wretched, whining monkey life." -- Marcus Aurelius, _Meditations_, Book 9, 37
  44. Kinda happy its not working by SnapperHead · · Score: 3, Interesting

    When I used to play on normal blueservers, I would use it all day long and it didn't bother me. There was many places where I just got lost running through it. No matter what I did, I got lost, so seq was my guide.

    Well, 4 months ago, I got bored of the blue servers, and headed towards PvP. (Sullon Zek) I was using seq as a basic idea of where PKs where and such, or knowing someones level when I zoned it, to know if I am gonna be screawed. But, right before PoP was released it started getting insaine. PKs would zone in, they knew where you where, how your HPs was (if there kinda close to you, around the corner, where you can't see em) Suddenly, you didn't know what hit ya.

    Each zone has some nice hidding spots, which can only be found by a druid, ranger or bard. (Those with a tracking skill) Its kinda funny how a wizard comes running from across the zone to that spot where you are. Durring which time, I shout hey, hows seq working for ya ?

    Since its more or less broken now, requires you to run some programs on your windows box that are very risky, very few people are using it. People have to use there real game skill. Honestly, its much nicer that way. Belive it or not, I really hope they find an even tougher form of encryption for it.

    Those who flame me from carebear servers, go try PvP before you open your mouth. You will soon learn how harsh of an enviorment it is. Things like seq make it really suck.

    --
    until (succeed) try { again(); }
    1. Re:Kinda happy its not working by ajs · · Score: 2

      The problem is not the users of ShowEQ, here. It's the game. Sony should not be sending your location and health to everyone in the zone and then saying "please, please, please don't read this yet". Don't blame the kiddies who abuse ShowEQ for stupid reasons like this any more than those who used to (ab)use the spells that are now banned in pvp. It's Sony's fault for making the game so easily abused and then placing no checks in the game for such abuse.

    2. Re:Kinda happy its not working by SnapperHead · · Score: 2

      Yes, I agree with this as well. Your location information should only be sent out when you are within close range. This in it self would be quite difficault. Rangers, druids and bards have a tracking skill. Ranger are the only ones who can sort there tracking by range and what not. So, adding a check to give just those classes a slightly longer range update would be fine. Tracking is done client side, it should be server side imo. Which is another thing that can be done.

      HP updates need to happen when you target someone within a very close range. Which it already does for the most part. Ok, so Sony does send a little too much data sometimes, but remeber, it needs to be sent. If you on the other side of the zone, very far away from someone. It doesn't (anymore) send updates on someone elses where abouts.

      Character levels shouldn't be sent either. Unless they don't have anon or roleplay on. (Mobs should never show there true level) Character classes shouldn't be sent either unless the same reasons above. There race has to be sent, becuase if you are close to them, you need to see what they look like and what kinda armor they have. Lots of the good armor all have different looks to them.

      Sony should make a little more effort into securing what they send and don't send. But, remeber, the ShowEQ / SEQ developers or users are no angels either.

      --
      until (succeed) try { again(); }
    3. Re:Kinda happy its not working by ajs · · Score: 2

      incorrect on one point. All the same information is still sent except for one thing. The game is now smarter about not sending updates when nothing changes. This means that your location and health are sent once (along with other details like visible armor and weapons) but it's not updated if you just sit still, so how much you heal may not get shown unless someone is right next to you.

  45. You're not taking responsibility. by Erpo · · Score: 2

    What I got from your post was that you use ShowEQ as a real-time map to let you:
    -Avoid challenges your in-game character was not ready to meet.
    -Find people and things that would enhance the position of your in-game character or others.

    You purchased a product for a fixed sum (the price of the game and whatever expansion packs were added) and are now paying for a service on a monthly basis (the maintenance of servers that allow you to play the game with others and access to those servers). What must be recognized is that you have decided that the product you purchased is inadequate, and that those who provide you with the service you are paying for are trying to stop you from changing your everquest experience.

    Your use of ShowEQ is just as bad as a consumer's use of DeCSS to decrypt a dvd for backup purposes, but not for the reasons you think.

    In principle, there is nothing wrong with getting full access to data that is sent to you or to a program being run on hardware that you own. In fact, it's impossible to prevent you from doing so. It's a terrible idea because the company that is providing the good or service is trying to stop you. The MPAA doesn't want you to be able to decrypt DVDs because that allows you to copy them at possible financial detriment to the MPAA. Sony doesn't want you to be able to decrypt (and read and use) everquest data...well...I can't know exactly what they're thinking, but I would guess it's either because:

    1. It makes the game easier by eliminating artificial challenges they've introduced (which is all any game boils down to, artificial challenges) and thus possibly causing you to get bored and stop paying.

    OR

    2. It allows players to abuse the game and make it so difficult for other players that they become frustrated and stop playing (and so stop paying).

    Anyway, for whatever reasons, Sony doesn't want you to do it and they're taking technological steps to make it harder. When you use any means to circumvent a limitation placed on a product or service rather than putting consumer pressure on the company to remove the limitation, you are anesthetizing yourself to the process that keeps companies from hurting consumers. The very idea that everquest should encrypt its data packets or the MPAA should encrypt dvds is totally unacceptable! The MPAA must understand that selling and renting plastic discs containing valuable data is not a valid business model in an environment that obeys the simple laws of the physics of information (i.e. if you can see it you can copy it). Sony should know that if it sends information to someone, that person can use it whatever way they choose. So what's the proper course of action in these situations, meaning the one that holds up the system that, when employed, keeps big corporations from virtually raping consumers and taking their rights?

    DVDs:
    The MPAA _must_ find a new way of making money - this isn't as hard as it sounds. People are _very_ willing to pay for the movie experience of sitting in a huge theater with a big screen they could never hope to own themselves and a sound system that blows them away in an acoustically managed environment for two hours while they are told an amazing audio/visual story they've never heard before, at least not in that form. In other words, it's a glorified form of equipment rental. Sure, movies can be recorded with a crappy camcorder and put on the net, but a blurry, washed out, 320x240 picture with tinny sound and the occasional crunch of popcorn as the pirate enjoys the flick can't compare to the theater experience. As for post-theater revenue, video rental stores could be converted into high-speed online digital movie wherehouses. No DRM is necessary, as high quality movies take up quite a bit of space and consumers would be forced to delete old movies to make room for freshly downloaded ones. I would imagine a modest fee per download, and perhaps a monthly membership fee. For the technophobic or those not willing to wait for the download, the current model works fine. Media to hold copies still costs money.

    EQ:
    Two very simple courses of action:

    1. If it's not in the player's viewing frustum, don't send them information about it. That way there's no extra "EQ" information in the datastream to "Show". Perhaps characters with a special ability ("Sense Danger" maybe?) could be sent special precaching hints to make monster loads faster (it makes sense that those with a sense for danger would be able to more quickly react to it when it does become directly visable). I.e., "Game engine: preload huge_ugly_beatdown_montster.mdl, and tell the user that there's a huge_ugly_beatdown_monster 'somewhere close by'". This allows for the benefits of preloading still without giving away any extra information to a datastream tapping program. Also, since the datastream would not need to be encrypted, that's less work for the client and server cpus, possibly delaying an expensive server upgrade for verant.

    2. Don't change the protocol and add the map feature you want.

    Either way, it's a better solution than what they're doing now. No matter how good ShowEQ gets, if Sony goes with solution 1 there's absolutely nothing you can do - you can't see information that isn't being sent to you. If they go with solution 2, you'll get exactly what you want.

    Please. Write to Sony. Organize a protest. Do whatever you can. I can't stop you from using ShowEQ, but I can guarantee you that you'll work harder for a progressive solution without it.

  46. actually, MS/Turbine non-publicly support Decal by Fo0eY · · Score: 2, Interesting

    the asheron's call developers LIKE decal, and quietly communicate with each other
    and hey, they even let you use alt-tab and windowed mode, and don't just hijack your computer! personally, i refuse to play a game that disables alt-tab

    decal provides player run vendors and portal summoning bots, spam filtering, streamlined combat messaging, afk tell recording, tradelist generation, etc
    plus several plugins were incorporated into the game client after they became widely popular

    like he said, Decal is com based, so you can do a plugin in nearly any language you want
    AND Decal is opensource with the Devs always looking for contributors

    http://decaldev.sourceforge.net/

  47. It's not as though it's a new problem by Rogerborg · · Score: 5, Informative

    Netrek figured this out about fifteen years ago. The source is open, so it was assumed from day 1 that clients couldn't be trusted. Attempts at client authentication were added later, but those were add ons (and could be and were subverted), they weren't the prime means of preventing cheating.

    The strength of the Netrek model is that the game was designed from its infancy to send exactly and only the information that each client needs to display what it's supposed to be displaying. For example, cloaked units are supposed to be shown as unidentified contacts and on the galactic window only, with erratic position and irregular updates. One of the first things a hacked client developer will do is to display them on the tactical window as well, and there's nothing that the design can do to stop that. Also, it's not perfect; an ID is sent for the cloaked units, so the client can show what they really are. However, the server does only send irregular updates, and it flat out lies about the position, heading and speed of the unit, so the client can only show so much.

    One of the most controversial design decisions involved torpedo weapons. The servers sends "start" and "end" packets, but instead of sending speed and heading and letting the client handle movement of the weapon, it sends regular "position" updates, with a jitter built in. This increases the bandwidth requirement significantly, but it means that the client doesn't know the exact speed and heading of the weapon, so can't make an easy calculation about how to dodge it.

    The Netrek model is replete with decisions like this. There are a few snafus (like the cloaked ship ID), but in general there is very little that a client can display that it's not supposed to. And believe me, I tried.

    The reason for this tight design is simple if you think about it. Netrek, like XPilot and Xfire, was originally an X-display game. The server handled both mechanics and display. When Netrek moved to a TCP(later UDP)/IP based model, that model was preserved and the server took on a lot of responsibility for culling information that each client shouldn't know.

    It never fails to amaze me that commercial games developers never seem to learn the lessons that open source projects can teach them. I know (from bitter experience) that there's a huge rush to get results on screen, but hey, guys, do it right, don't do it twice.

    --
    If you were blocking sigs, you wouldn't have to read this.
    1. Re:It's not as though it's a new problem by Rogerborg · · Score: 2

      But my point is that even with hacked client, the client/server model was paranoid enough to prevent it from being a game-wrecker. There was only so much that a hacked client could do, i.e. some info-borg features like showing cloakers (but still with very limited information and use) and auto-aiming of weapons which was often counterproductive. Who am I talking to, BTW? I can be contacted at postmaster@&.org for chats and reminiscing.

      --
      If you were blocking sigs, you wouldn't have to read this.
    2. Re:It's not as though it's a new problem by Rogerborg · · Score: 2

      Whoops, I meant mailto:postmaster@< my name>.org, and see also http://www.< my name>.org

      --
      If you were blocking sigs, you wouldn't have to read this.
  48. On a related note: Diablo 2 maphack by UnknownSoldier · · Score: 2

    Funny thing, D2 also has a 3rd party show map util called, coincidently, 'maphack'. There was a big uproar in the community last year when it got released, since it would let you do meph runs faster. (Killing a boos monster Mephisto over and over again with high magic find gear, would let you "win" the item lottery easier.) Lots of people were complaing about how it was wrecking the game. I never follwed that logic since if you're in a different game then the person using it, how is it spoiling your enjoyment of the game?

    What I did agree on, was that technically it's a cheat, since you are not playing the game the same way the designers intendend. Muddying the issue was that it had an one long-term advantage:
    - Players would find their uber gear, and quite playing on bnet. Good riddance as that's one less person taking up bandwidth.
    Sounds a little impersonal, but the reality is that everyone gets bored of the game eventually. Knowing how laggy bnet has been lately, having fewer players would mean less disconnects for everyone.

    Nowadays, everyone is arguing over 'pindlebot' - an 3rd party util that will play the game for you, repeatedly killing PindleSkin, since he can drop any item in the game. Is it cheating, when you're using another program to play the game for you?

    Will be intersting to see what Blizzard and Sony do ...

  49. I shall qoute Eric's Theorem by Indy1 · · Score: 3, Funny

    "For every technology, there is equal and opposite hacker technology".

    The funny thing is, the orginator of the qoute is a PS2 and Xbox game developer in San Jose.

    --
    Lawyers, MBA's, RIAA? A jedi fears not these things!
  50. Another (former) EQ lackie chimes in.... by KillerBob · · Score: 2

    SEQ doesn't really harm the game, as long as you don't play on a PvP server. On the blue servers, the main uses for SEQ are mapping, and knowing how many hitpoints a MOB has/where they are. Most of those feats can easily be accomplished using resources that are online.

    The reason SEQ is "cheating" is that in PvP, it can also be used to tell player stats, which works as a major advantage over players without this information. That doesn't necessarily mean that you're going to beat the wizard you're duelling, it just means that you know where they're coming from. I can definitely see why people don't like it in PvP: my main tactic when I was duelling was to shadow step (think "Blink" in D&D/GURPS), nuke, repeat. It kept people questioning where I was, which was basically all the time I needed to nuke them without retribution. On the PvP servers, when you kill somebody, you can take one of their items.

    It's for the better if they can prevent SEQ from working. The problem, though, is that this may ultimately lead to their downfall. They can't treat SEQ one way, while programs like EQWindows (which allow the user to play EQ in a window instead of fullscreen) get different treatment. Programs like EQWindows allow players to do things like play multiple accounts at the same time, which can't hurt their pocketbooks. SOE would do themselves a world of good if they just accepted that this exists, and satisfied themselves that it's on the fringe at the moment.

    Incidentally, PoP was the reason I quit EQ. I couldn't stomach levelling my wizard from 60 to 65, so I parked her in her hometown, and cancelled billing the day that PoP launched.

    --
    If you believe everything you read, you'd better not read. - Japanese proverb
  51. Good article, too bads it practically plagarism. by nemesisj · · Score: 2

    This article was a good one, but its eerily similar to an article that appeared on November 14 written by Robert X. Cringely.

    Isn't it ironic that everyone was disputing Cringely's point this week that his column is ripped off just a day or two ago then this shows up?

  52. Information vs. Misinformation on ShowEQ by AcidReflux · · Score: 2, Informative

    After sorting through a plethora of comments, I just had to comment. It appears that the majority of people out there don't have a CLUE about what ShowEQ is and what ShowEQ isn't.

    Verant, and now SOE, have had a burr in their britches about ShowEQ from the beginning. They continue to view ShowEQ as the "dark side of the force" while completely ignoring the FAR more egregious cheating tools out there.

    On the "cheating index," I rate ShowEQ only slightly above EQWindows. In fact, I don't consider EQWindows cheating at all. That, however, is not SOE's opinion. An entire thread could be devoted to SOE's blatent disregard for Microsoft's development guidelines regarding Control-Alt-Delete and task-switching... Rather ironic. But I digress. More on the "cheating index" in a little bit.

    MacroQuest, Xylobot, and a few others, active ALTER the client. They are the tools that have done FAR more damage to the game than ShowEQ could EVER do. People have used these other tools to flood the EQ economy with game money (plat) earned by automating the exploitation of various tradeskills. Heck, there are even macros out there that allow people to multi-box drastically easier than would normally be the case. Players can alter their run speed, have the client ignore rain in a zone to improve vision, and a whole lot more. Rumor even has it that people are able to dupe items using some of these tools. These are things ShowEQ simply can't and never will do. For those who are concerned about the integrity of the game, THESE tools are your real enemies -- not ShowEQ, not EQWin.

    As a side note, even our beloved Magelo is more invasive than ShowEQ. Magelo sits on the client side and rips the character data out of EQ's process space. Of all the programs mentioned, Magelo is by far the most harmless in terms of game play.

    EqWindows (EQWin) is also harmless in my opinion. It allows the user to run EQ in a window (scandal!!). What in the world is so bad about this, Sony? Ah! The argument has always been, "the player could use their computer to look up our secrets on the internet, or launch cheat tools in the background." Guess what? It is already happening and has been happening long before EQWin existed. By extrapolation, web sites like Everlore and CastersRealm are cheating.

    So why are EQWin (which would be utterly trivial for SOE to discover without resorting to tasklist or disk scanning) and Magelo allowed to continue? Simple. SOE has concluded that these applications keep people playing (thus PAYING). ShowEQ, Macroquest, and the rest have a relatively high barrier to entry. Of these, ShowEQ has traditionally had the highest barrier simply because it runs solely on Linux. The fact that many people continue to play because of ShowEQ is conveniently ignored because of the relatively small number of people who use it. It doesn't matter if a few disgruntled SEQ users quit. Not enough revenue for Sony to care about.

    Is ShowEQ cheating. Sure it is. It gives its user the advantage of knowing where in the zone you are, what critters are in the zone, and some basic information about the critters (notably position, movement direction, level, and class). Can it be used to give a player an advantage? Sure. However, the player using SEQ still has to have sufficient skill to actually leverage that advantage. You still have to be able to play the game with skill. To get "Mad Platz" using ShowEQ is limited to being able to find and kill rare spawns, etc. ShowEQ only helps with the find part. The player still must be able to do all the work. Ohhh look, Lord Nagafen is up -- I'm running ShowEQ, I can solo him. Don't think so. The various posts in this thread, along with the recent Cringley article show that this point is not well understood.

    Heck, the in-game exploits that many players do give the player more of an advantage than ShowEQ. These exploits are typically pathing bugs that allow a player to wail away at an opponent without ever being hit. Some players have claimed being able to go from level 3 to 20 in a matter of a few hours using these exploits. In fairness, SOE does a decent job of trying to track down and clean up these exploitable bugs. However, the same pathing problems are perpetually ignored when it is to the advantage of the NPC...

    This next point will cause some people to say, "look! A cheater trying to justify himself." Perhaps, but I want this angle of the story to be told.

    * ShowEQ has exposed COUNTLESS lies and half-truths from Verant/SOE about the game. Many of the changes for the better that have been made to the game over the years are due to the persistence and vigilance of ShowEQ users (who, ironically, seem to care a great deal about the game.)

    * ShowEQ has helped expose the incredible inequity that exists between the rules that NPCs follow and the rules that govern Player Characters. In essence, we've gotten a better window on the way the NPCs "cheat" us.

    * ShowEQ and its users have been responsible for identifying and reporting countless bugs.

    * ShowEQ users have done countless favors for their fellow players; leading hopelessly lost and frustrated players out of confusing, perpetually foggy and rainy zones, and assisting with the recovery of corpses that otherwise would have been lost.

    * Directly or indirectly, ShowEQ has made Everquest more enjoyable in some way to *thousands* of players.

    Bottom line is this: ShowEQ is FAR from the "Ultimate Evil" many have portrayed it to be.

    I think a lot of ShowEQ users would abandon the use of the tool altogether if EQ included a mapping function, "heads-up radar", and an opponent assessment system that was actually worth something. I've played other Online RPG's that had these basic features, and the thought of writing a ShowEQ equivalent for these games never crossed my mind. It simply wasn't necessary.

  53. Incredible Hubris by Performer+Guy · · Score: 2

    I don't know what's more arrogant, that you think you are in the right doing this or that you assume others will naturally align with your position. You're disruptive activities are not noble, you're no better than virus writers who get a kick from releasing their products in the wild. Your windows version threat demonstrates this.

  54. Interesting tunnel-vision by ajs · · Score: 2

    All of this discussion of ShowEQ, but I'm amazed that on Slashdot we're not discussing things like the difficulties with the encryption, the ability to create and hold a long-term playerbase, etc. Oh well, I guess debating the morality of ShowEQ sounds more fun :)

  55. Re: ALL COMMENTS by MegaFur · · Score: 3, Interesting

    bitch, bitch, bitch.
    Geez!

    To the "It's ok to cheat!" group (Group One):
    No it isn't. If it were, it wouldn't be called "cheating".

    To the "cheating is bad" group (Group Two):
    no shit. But someone will always cheat. This isn't the simple, clear cut right-and-wrong thing that some people make it out to be though. It would be if everyone was Dudly Do-Right, but they're not and they never will be.

    If it were automatic for everyone to do-the-right-thing, banks would not need safes and locks and guards and all else. There is always, in human nature, the struggle between what society says you should do and what you actually want to do. Note that things get even more confused because certain elements in society will say that it's okay to do what you want to (i.e. Group One). For some people, some of the time, there is a temptation to cheat.

    Suppose, for example, that you and I are playing a game of cards. Now suppose you've got to get up and leave the room for a bit. I stare at your hand lying face down on the table. Do I look at it and see what cards you've got? In my case, no I don't because I have a certain ethic about cheating in games (that have human opponents--when the opponent is a computer, whether I cheat depends on how much respect I have for the game and other factors) and I'm pedantic and I want to try to play by all the rules. So no, I don't look at the cards.

    But another person might look at the other guy's cards and rationalize it as being a "more technically advanced style of play". Note that it becomes easier to rationalize cheating when you don't actually see the person that you're screwing over. It also becomes more tempting when there's money on the line. Don't people still pay big bucks on eBay for high-power EQ chars?

    When you look at it that way, it's easy (for me anyway) to start to see the EQ "cheaters" as "power users", even though I know they're not. It becomes easier to lie to myself, because it becomes increasingly tempting to become on of them so I can set myself up a nice little business on eBay and make money (this is human nature in action, folks) out of little bits of data and other people's gulibility. :-) But making money off of people's gulibility always leaves a bad taste in my mouth (so to speak). That's why I'll never be a politician or a lawyer.

    But the point, Group Two, is that there is no need to let Group One get away with so much in this situation. The server could, perhaps, be better written to give away less information. That would be a perfect example of doing the Right Thing. (But also note "deserves to lose". I suppose this is where some of the Group One people are coming from.) Yes, unfortunatetly, that might require some rewrites and it might increase the required bandwidth, but... Think of the Children!! (sorry, couldn't resist. ;-) )

    So how can we get to that point? What would get Sony to rewrite the code some more so that the client has less info to go on? Simple. Release WinSEQ. Then they won't have much choice.

    This is not a new battle. It's just the age-old war of access to information being played out AGAIN . Other examples include: illegally copying mp3s, application programs, games programs, ALL programs. Where do YOU draw the line? What level of information access do you think is okay, and what do you think is wrong? Does your philosophy have any contradictions? Are you aware that arguing for illegalization of spam whilst also arguing for legalization of file trading implies that your right to privacy is greater than the right of copyright? But copyright is explictiy referred to and defined in the Constitution and, AFAIK, the right to privacy is not. Have you ever thought about the implications of that? How many more times will we have to go through this, I wonder? A hundred times? A million?

    I think fifty years from now, people will look back on this age of poorly defined/handled information access rights and laugh. Heck, I live in this time and I already laugh at it!

    --
    Furry cows moo and decompress.
  56. Re:What a load. by Znork · · Score: 2

    Sony is not trying to prevent cheating. You encrypt the data to prevent others from listening in on what a player does. That's the purpose of encryption. Since the player has to have the encryption key you'd have to be rather 'logically challanged' to use encryption as a way to prevent cheating.

    If Sony were trying to prevent cheating they'd stop sending any data the player shouldnt see. That would be an effective way to prevent cheating.

    Now, if you want Sony and/or other game companies to prevent cheaters you should contact them and tell them to hire someone who actually has a clue about how to prevent cheating or you'll refuse to play their games.

    This isnt rocket science. Writing (close to, as in the cheater wont get any significant advantage) uncheatable client-server games is possible and it isnt even that hard. It's been done since the beginning of online gaming in opensource online games (kinda hard to implement security in the client when the player has the source). Place one of the system architects in front of a screen and tell him to read through project development mailing list archives and actually learn something about software design for once in his life and you've solved the problem.

    The blame lies squarely with the companies who spend maybe 10 minutes total considering the issue during the design phase. The failure to implement a secure design is just as bad as if inventory suddenly disappeared or characters just went poof. Complain about it and maybe they'll actually do something about it. But _they_ are the ones who decide wether to make cheating possible or not, and encryption is not one of the ways to prevent cheating.

  57. Sorry... by NDPTAL85 · · Score: 2

    ... but the "right" to screw with another company's hard work, sweat and tears, i.e. their "software, intellectual property..etc" is one right I am absolutely sure I am not going to miss.

    MMORPGS are set to become an extremely large segment of the video game industry. That means a lot of jobs, not only from the company that makes the game but from all the mom and pop companies that will pop up to sell guides, start web forums supporting the game, merchandise...etc. It would really be sad to have all of that put in jepordy for some little teenaged pissant who wants to mess with the "code" and be able to play for free, or with unfair abilities that turns others off to the game and causes the company and the MMORPG industry as a whole to lose money.

    And about rights, you really demean the value of the word when you use it on stuff as triffling as this. Rights are things like the freedom to speak, the freedom to assmble peaceably, to be free from random searches and seizures, the right to a speedy trial. The "right" to screw with a company's products pales in comparison.

    --
    Mac OS X and Windows XP working side by side to fight back the night.
  58. Haves/Have-Nots by Andy+Dodd · · Score: 2

    Everything I've seen about Everquest seems to indicate that SOE caters to the "Haves" while screwing over the "Have-Nots" - For example, at one point raising the level cap from 50 to 60, and now to 65, something that only benefits the most hardcore. Also, the EQ economy is riddled with holes and massively inflated so that only macroers and hardcord players can afford anything.

    DAoC (which I play), on the other hand, has a level cap of 50. Period. Mythic has repeatedly stated that this will never change. (You can progress a bit beyond 50 with "Realm abilities", obtained in realm vs. realm combat rather than player vs. monster, but it isn't THAT much of a difference.)

    Also, in DAoC, except for jewelry items, there is no such thing as rare armor/weapons anymore. Players can now craft the best items in the game. Yes, it'll cost you, but it's a fixed price (the materials needed from merchants) that will never change.

    To combat inflation, Mythic has always kept the money supply tight in DAoC (and in fact recently made it tighter by removing the closest thing to an exploit the economy had - Certain items could be salvaged for a pretty good profit, and now are only worth 75% as much. You still had to work for them though...), and also has plenty of cash sinks in DAoC (Both crafting, which is VERY expensive, and keeping your realm's keeps in good repair - Probably 50-75% of the money in the economy is used to buy wood for keep doors that just gets bashed down by a ram in a day or two.)

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    retrorocket.o not found, launch anyway?
  59. Double-edged sword by Andy+Dodd · · Score: 2

    As I see this, this is a double-edged sword:

    a) It means that lowbies can be warned about threats such as that uber mob. I would love to be warned by a "radar" user than be ganked out of the blue.

    b) It gives guilds using ShowEQ an advantage in killing "uber" mobs. That's the bad thing. Of course, if ShowEQ is as rampant as it sounds, overall it benefits people since no guild is really getting that much of an advantage, since they all have access to it.

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    retrorocket.o not found, launch anyway?
  60. Re:The courts? by Znork · · Score: 2

    No, not even the judicial branch of the real-world or game-world government. They can punish the players if the are able to detect it, but that still does not prevent them from doing it.

  61. EQ *does* have terms before money. by yerricde · · Score: 2

    For any normal contract you are told the terms before you pay.

    I agree that most EULAs are on shaky ground because they break the "terms before money" rule, but aren't you shown the terms before you sign up for a monthly EverQuest account?

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    Will I retire or break 10K?
    1. Re:EQ *does* have terms before money. by swv3752 · · Score: 2

      You are told on the box that there is a monthly fee. You are not told the terms of the EULA though.

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      Just a Tuna in the Sea of Life
  62. Re:Punishments such as banning or injunction by Znork · · Score: 2

    It still wont stop cheating. They are probably not able to detect it, especially not passive cheats that just use the info sent to the client. Most of the active cheats are also hard to detect, and it can be hard to tell them apart from natural actions from the players.

    Further, the cost to society to manage such a thing in courts would be huge. It's like having a video monitor in your house and leaving the front door wide open. You might maybe perhaps be able to catch the burglars if you can identify them but you're still going to end up having been robbed.

    For something that could be solved in a week or two of competent engineering it sounds like an extremely costly and inefficient way to attempt to deal with the problem.

  63. Disabling Alt+Tab does not conform by yerricde · · Score: 2

    Instead disabling Alt-Tab just irritates me

    In fact, any game that disables standard Windows shortcuts such as Alt+Tab and Ctrl+Esc is not a conforming Windows application and may not carry the "Compatible with Microsoft Windows" logo.

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    Will I retire or break 10K?
  64. Not mentioned in Constitution != not a right by yerricde · · Score: 2

    But copyright is explictiy referred to and defined in the Constitution and, AFAIK, the right to privacy is not.

    "The right of the people to be secure in their persons, houses, papers, and effects, against unreasonable searches and seizures, shall not be violated" (U.S. Constitution, Amendment IV).

    "The enumeration in the Constitution, of certain rights, shall not be construed to deny or disparage others retained by the people" (U.S. Constitution, Amendment IX).

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    Will I retire or break 10K?
  65. "!="; affordable DRM by yerricde · · Score: 2

    Why do people insist on using `!=' in such a way?

    The expression "!=" is derived from the C language. Slashdot users use "!=" instead of "isn't the same as" to save fifteen bytes because Slashdot limits comment subjects to 50 bytes.

    (You point out the `unlawful search and seaz

    Your comment got cut off right where it got interesting. Please continue.

    Btw, how come all this DRM junk seems to be for corporations only?

    Because you need to buy the encoder. The major publishers (RIAA, MPAA, etc) are rich enough to afford to pay the digital restrictions management companies for the research and development of DRM technologies. Once the R&D has been paid off, the price will fall to where anybody can buy a one-seat license for the encoder software off the shelf at a local computer store.

    Open DRM tools are in development as well. Creative Commons is creating an open digital format for restrictions description.

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    Will I retire or break 10K?
  66. No MMORPG player are you by Perianwyr+Stormcrow · · Score: 2

    The only way to win a MMORPG is to quit. ("winning" being defined as "the point beyond which one cannot play any longer") All other actions simply lead to increased play.

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    What we call folk wisdom is often no more than a kind of expedient stupidity.-Edward Abbey