Slashdot Mirror


Cheating Online Gamers

An anonymous submitter writes: "The NYT has an article - Do Cheaters Ever Prosper? - Just Ask Them. Hmmm.. Wireframe walls in Quake?"

19 of 485 comments (clear)

  1. I hate cheaters! by Dutchmaan · · Score: 5, Funny

    Anyone have a log and pass for the NY Times site!?

    1. Re:I hate cheaters! by PerlGuru · · Score: 5, Informative

      replace the www at the beginning of the link to the article with archive. this works for any story at NYT

    2. Re:I hate cheaters! by misterhaan · · Score: 4, Informative
      even better is to set up your computer to route requests that are trying to go to www.nytimes.com to the archive instead. the ip of archive.nytimes.com is 199.239.136.212

      windows users can find a file named hosts (no extension) under system32/drivers/etc and add the following line to automatically go to archive.nytimes.com instead of www.nytimes.com: 199.239.136.212 www.nytimes.com

      --

      track7.org has all kinds of interesting stuff!

  2. Pro$per by tiltowait · · Score: 5, Interesting

    Anyone care to add up these total sales?

  3. MOD PARENT UP!! by DM_Slicer · · Score: 5, Funny
    > replace the www at the beginning of the link to the article with archive. this works for any story at NYT

    ...and the first NYtimes cheat code is... :)

    UP-Down-Left-Right-Select-START!! (Correct Link!)

  4. Wallhackers and the honesty of surveillance by ergo98 · · Score: 5, Informative

    I'm a fan of the game Urban Terror, a mod for Quake 3, and play online a fair bit (I usually run Visual Studio on one monitor, UT on the other: One good thing about being a rambo player in team survivor games is that I'm dead the majority of the time, and hence find it to actually be a remarkably productive time): While recently an anti-cheat tool, PunkBuster was added to Q3 (and it is constantly updated), there is still a serious issue of cheaters, the most common among them being wallhackers. What is a wallhacker? Well it's what was mentioned in the summary: Wire frame worlds, allowing cheating players to view other players whereever they are on the map, obviously giving a pretty clear advantage.

    So what does this have to do with the honesty of surveillance? Well in team survivor when you die you can ghost other players as they move around the map, and it tends to be that wallhackers are discovered quite quickly--Their behaviour and actions in the game do not correlate with the information that they should be visually receiving (from what we can see ghosting them). Usually this quickly leads to cries of cheater and a vote to kick the offending player.

    1. Re:Wallhackers and the honesty of surveillance by alexandre · · Score: 4, Insightful

      I'm not a gamer myself but when i do try out a game (in single player mode that is) i dont feel i have tried the game if i havent seen the cheats...

      And i'd say that for me, if i wanted to cheat online, it would be for the fact that cheating is actually pushing the possible capabilities of the game to it's limit... Like being Neo eh? ;-)

      It's not a question of showing off, or being evil or even winning... it's the question of getting all the necessary powers to your character. It's the only way to really get into the games, having everything. The problem lies in the fact that it is there, always a possibility in your mind. And i've never liked to put barriers there ;)

      Oh well, i don't see how we'll be preventing that beside playing on remote X terminals ehehe (which requires huge bandwith:-)

      (P.S. Just a point of view, i never actually tried an online cheat and usually play with friends on local LANs anyway so i'd get my head ripped off hehe :-)

    2. Re:Wallhackers and the honesty of surveillance by Moloch666 · · Score: 4, Interesting

      I normally stick to the same servers, usually the crowd on some are better than others. When I get familiar with the other players that are regulars I don't have to worry about playing exceptional. They can tell a cheater, they also have seen me play enough to know I have my good days and bad days.

      The other day my favorite servers where full, so I went elsewhere. It was a clan operated server clan name was [CM] I believe. Sadly, people that are in a clan automatically think they are good, these people were not. Their movement was very predictable or nonexistent. Along with another player we were seriously killing these people and they outnumbered us 4:3. It wasn't long before we both were kicked. I immediately reconnected, just to see what the deal was (and make fun of them). They were convinced I was cheating, people act like it is hard to get head shots or something. The damn cheaters out there ruin the game for the good players.

      Sorry for my rambling, I just get frustrated. When I come home from work, sometimes I just want to smoke some wacky tobaccy and shoot people in the head.

      --
      Understanding is a three-edged sword. -- Kosh Naranek
  5. Wireframes? by Student_Tech · · Score: 4, Insightful

    Wasn't there a driver several years ago for a video card that allowed somehting like this? (Ok found /. story here.)

    Why modify the game where they might be able to detect it when you can just play with drivers to do the same thing (assuming the game is sending all that to the video card already)

  6. Consoles by luzrek · · Score: 4, Interesting

    I'm not sure about how the Xbox handles games (how much does it load on the hard disk?), but wouldn't consoles which run the software off of a non-rewritable medium (PS2/Gamecube) be ideal for online gaming since then the distributor can control what software is on everyone's machine?

    --

    Galium Arsenide is the material of the future, and always will be.

  7. Cheating IS fun.... by Deth_Master · · Score: 4, Funny
    I remember the good old days of Doom:
    • iddqd
    • idkroz
    • idkfa
    That was fun. Load up on the berzerk pak, and god mode. Then run around smooshing imps. I used to cheat on all my old single-player games, Descent, Duke Nukem, Shadow Warrior. But that was just me, not me vs some other real person, that doesn't like it when I'm invincible, and got the rocketlauncher with unlimited rockets.
    Cheats on the internet probably shouldn't be allowed, it'll just piss people off.
    --
    find ~your -name '*base* | xargs chown :us
  8. The One by mrpuffypants · · Score: 4, Funny

    Others reprogram their video cards to hide the elaborate textured walls in a game. All that is left is a wire-frame outline, allowing a player to see through walls and track those hiding behind them.

    If you can reprogram your video card then you wouldn't even HAVE to cheat.

    You already are "The One"

  9. What college is this? by Lord_Slepnir · · Score: 5, Funny
    From the article: "When I play an online game, I can't be the best because there are some college kids out there spending 14 hours a day."

    What college is this that you can play games 14 hours a day and still pass? Everyone I know that did that either failed out or is taking so few credits they might as well have dropped out. College kids, I fear not. 12-year olds who have nothing to do all summer long, I fear.

    1. Re:What college is this? by The+Ape+With+No+Name · · Score: 4, Interesting

      The University of Tennessee-Knoxville. Our number one complaint from kids: "Why is Kazaa so slow?" Number two: "Look, I am a professional gamer and I am getting lag to the game server in Fiji that we use. And it is your fault." I had a kid claim that he made $60000 one year. Is this possible?

      --
      Comparing it to Windows will be a moot point, since El Dorado is going to have a 40% larger code base than XP.
  10. Some Common-Sense Solutions by fuzzybunny · · Score: 4, Interesting



    Note, I'm not a really hard-core gamer or expert, so take this with a grain of salt, but...

    Cheating in online games is always going to be a problem. You won't solve it, but can at least reduce it to the point where a server admin can deal with individual accusations.

    -Only send each client information it really needs.
    -Use checksums on binaries and libraries and things.
    -Try to get more 'mature' gaming crowds together. I have noticed vast difference playing Battlefield 1942 at various times during the day, such as when it's mostly high school kids, or people with jobs who start playing after dinner, whatever.
    -Make it clear that cheating sucks and won't be tolerated--this can help catch the remaining people with aimbot screen overlays and things that automated means won't take care of.

    Netrek used some anti-cheating mechanism, by embedding an RSA key in every "authorized" client, to which only a few developers known to the "RSA guy" and the Netrek community as a whole had access. Imperfect system, but it reduced use of bots to the point where it didn't really matter.

    Also, one thing that a lot of people forget is that a lot of 'active' cheats (mainly bots in action games) fall into one of two categories:

    a) Fully-automated -- these are predictable.
    b) Partially automated -- things like aimbots. Their "owners" probably suck otherwise. If they see you, they'll get off a clean shot, but you don't have to confront them directly to smash them.

    I am usually sufficiently gratified when I crush someone I suspect strongly of cheating by knowing it's probably some whiny 13 year old staring at his screen in impotent frustration to not really care about the other 9 out of 10 times he's beat me, not by skill but through some technology he most likely didn't create.

    --
    Cole's Law: Thinly sliced cabbage
  11. World + Models should be rendered in 1 pass. by Otis_INF · · Score: 4, Informative

    Now, the worlds in most FPS games are rendered first, then the models and other entities are rendered, using clipping /depth buffer info of the world. A lot of engines use 2 different render routines to do this: the world is mostly static and uses a different routine than the model renderer.

    THe result is, that when you 'patch' the world renderer so that it f.e. renders wireframes instead of solid polys (in OpenGL based engines this is 'not that hard', you just change the value passed to glBegin()) the models still are rendered solid, plus because most renderers for models rely on the depthbuffer filled during the world rendering, the models close to corners are fully rendered, since the depthbuffer is empty. So you can easily 'see' the models close to corners. If you also 'patch' the model renderer for not doing world clipping, you will see ALL models rendered in your window.

    This can't be done if the world + models use a single render routine, i.e.: model polygons and world polygons are packed together as THE set of polygons to render, then the single render routine will eat these single pack of polys to render. If you patch the routine for wireframing, you will see the models also wireframed, if you patch out the world clipping, you will get the complete world in your window, not what you want.

    I think in future game engines there will be a merger between world + model polygon sets, because worlds are more and more modfyable in game by the player, which in the end requires that the modifyable parts are 'models' too. However games based on the current crop of quake * engines will keep on suffering from this.

    --
    Never underestimate the relief of true separation of Religion and State.
  12. Cheating is a social problem-- by Cerebus · · Score: 5, Interesting

    --and therefore requires a social solution.

    As long as code executes on fundamentally untrusted platforms and as long as code is imperfect, there is no way to prevent cheating or exploiting in a multiplayer game. That's just the way it is; more technology isn't going to change it a whit, especially for

    If we approach the problem socially, however, solutions present themselves.

    Many games provide unique identifiers for each installation, like Half-Life/CounterStrike. This is usually an anti-piracy measure-- but we could use it to control cheating. Banning by unique ID is part of the solution, but not everything. Consider a solution modeled on USENET killfiles--

    I join a game, and the client downloads the UIDs of the other connected players. The client compares this list against my personal list of people I don't like to play against (cheaters-- or maybe just obnoxious twits) and notifies me if any are in the game. I can then make an informed decision about whether to play there or look elsewhere.

    Clients could also collaborate; if a player joins who's on my 'shit list,' I could allow the client to notify the other players. Perhaps even an automated voting scheme could be enabled-- a player UID thats on enough people's shit lists could be automatically banned (assuming the server allows it).

    Yes, there would be a market for new UIDs, much as there is a market for CD keys. However, if the client makes it easy enough to maintain the shit list, that in and of itself is only a temporary problem. As a side-effect, if an ID gets widespread my client plonks the whole lot of cheaters with one entry.

    The emergent behaviour of such a system would force all the cheaters to play each other on cheater-friendly servers. At that point, who cares? 8) I see this as a win-win scenario; cheaters get to cheat, and the rest of us don't get bothered.

    Some games are partway there. Tribes2 and some CS admin mods have voting mechanisms that kick/ban players; but this doesn't carry over between servers, whereas the above scheme would.

    A third-party tool would help, but to be really effective it needs to be integrated into the game client so that all players are using it.

    --
    -- Cerebus
  13. Oh yeah, right... by fritter · · Score: 4, Funny
    Designers of the new Star Wars game initially planned to let players communicate in strange languages that would be translated by other players' computers, he said. But the developers soon realized that cheats would find a way to break into the hidden dictionary, gaining the ability to speak the various languages and negotiate with aliens from other planets - a skill that would normally develop only over time.

    Have the LucasArts people seen the new Star Wars movies? The only alien languages would be "Broken English with Asian accent," "Broken English with Jamaican accent," "Broken English with Italian accent"...

  14. What I do to users that cheat at my online games.. by mustangdavis · · Score: 4, Interesting


    I run several massively multiplayer, free, web based online games (WWII - War of Supremacy - war.coldfirestudios.com and Space - Glory Through Conquest - space.coldfirestudios.com to name a couple) ... and of course, with any online game, I have people cheating.


    Now I know that everyone that administers an online game handles cheaters differently, but here is what we like to do ... (depending on how "bad" they have been)
    • First, deactivate their account(s)
    • Allow the other players to pick appart their characters, so that the people that "lost" something from these cheaters can enjoy a little revenge ...
    • Rename their characters in a very colorful, but interesting way ... example: General Pink Fuzzy Bunny of Candyland
    • Post in the forums who was caught cheating, what they did, any appropriate amount of proof, and what penalties they suffered from for cheating
    • Then, finally, sit back and allow the player community to embarass the person that cheated



    Now, don't get me wrong ... we're not terrible people. When a player in our game finds a bug, we reward them for reporting it to the proper moderator and for not exploiting it (other than to verify that they did, in fact, find a bug).


    We only do the above nasty things to people when they ruin the experience for the other players ... and if they do it intentionally. We do our best to squash any time of bug or imperfection in game balance as soon as it is located, but no game is perfect ... and there will always be people out there that are going to ruin games for an entire gaming community just for a laugh, so we allow the community to retain some sort of dignity by allowing them to have the last laugh ....


    It may not be the perfect answer, but most of the people playing my games seem to enjoy it ...


    Begin Ranting and Raving


    My thought on cheating, especially with games, is simple: Why would you spend hours and hours playing a game that doesn't provide a challenge? If you cheat, it takes away the feeling of accomplishment that you have when you're done playing ... whether you win or lose ... since all you have done is proven that you don't have the skill to win; that you have to cheat in order to feel the "thrill of victory" ... and that you are so selfish and self-centered that you don't take into account that there are other people playing against you, people that have invested their time and effort, that have just wasted their time so that you can prove that you suck so bad at a game that you have to cheat ...


    So again, what is the point of cheating? ... to prove that you an untalented, selfish ass???

    /Ranting and Raving