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Cheating in Multiplayer Games

millertime3250 writes "Tom's Hardware is running an interesting article on cheating in multiplayer games. In an issues that has gained increasing notority, it is a great read for those Counter-Strike players and others alike. It defines the different types of cheats like Client Hook, OpenGL Hack, and Hard-Coded Hack, and cheating's effect on gaming."

9 of 314 comments (clear)

  1. Alot of cheaters think it's ok by 1337_h4x0r · · Score: 4, Insightful

    because they "aren't that good" or "I still get killed even though I'm cheating!"

    I've seen lots of cheating in Americas Army and it was the primary reason I stopped playing that game. It really ruins the game, although it is fun to kill a cheater when you KNOW they are cheating! :)

  2. Touch-screens and other equipment by Eberlin · · Score: 5, Insightful

    I've heard rumors of touch-screens being used to make headshots. Under the definition given by the article (altering config files, etc) this isn't classified as "cheating."

    Does "better" equipment constitute cheating? Someone with a laggy connection, for example, becomes harder to hit. Someone with a bigger monitor may be able to see movement more clearly than a poor guy with a 15in screen. Is this the digital divide in fragging? :)

    I know touch-screens could provide a REAL advantage but wouldn't be defined as a cheat by the article. Sure, it's not as deliberate as an aimbot but it has to at least come close.

  3. Re:cs anti cheats by krisp · · Score: 5, Insightful

    I'd rather play with the possibilities of cheaters then be forced to run something that 'checks my hard drive' or 'takes screenshots' of my game and ftps them back.

  4. Re:Where's the fun at? by Dthoma · · Score: 5, Insightful
    I really don't see anything amusing about it all except that you guys like to open your mouth and talk about how 1337 you are when in fact you're nothing but a bunch of little pathetic script kiddies.


    While that's the usual and stereotypical reason given, I think there's a more obvious reason; to these people, it's really really funny to watch everyone jumping up and down and getting angry screaming "OMG CHEATER" because of their cheating. That's the fun for them - not the winning, but pissing everyone else off.
    --

    Note to M1-ers: a curt but otherwise insightful message is not "Flamebait" or "Troll".

  5. Cheating won't go away. by Maul · · Score: 4, Insightful

    Cheating has always been a problem, and always will. The only way to deal with the problem is ignore the cheaters and play on LANs or servers you _personally_ trust. Lamers will always want to install hacks that allow them to cheat their rear ends off and pretend to be l33t.

    Pack when I played Quake 3 quite a bit, I didn't mind the cheaters. I looked at it as playing against an enemy with an unfair advantage. And while I might have lost more often than not against a cheater, I'd still be honing my skills against them. Plus if someone else won the deathmatch, they'd be pissed out of their minds, which was always funny.

    --

    "You spoony bard!" -Tellah

  6. The game architecture is part of the problem by Twid · · Score: 4, Insightful


    One issue, as I see it, is the architecture of the game servers themselves. Half-Life, for example, feeds information about the location of all players on the entire map to the client. You can add all the signing and checking of client side binaries that you want, but someone is going to figure out a way to creatively intercept that data if it is there.

    The long-term solution is to just not have the data there. While it would be more work on the CPU to make the game engine instantly draw a character on-screen from no previous information, I would think most multiplayer gamers would give up a few FPS to play cheat-free.

    I'm not familar with any back-end changes for games like HL2 and Doom3. Is anyone out there thinking of this? It just seems common sense. If people are exploiting data, just remove the data.

    --
    - "When you want something with all your heart, the entire universe conspires to give it to you" -Paulo Coelho
  7. Re:TCP to the rescue! by 0101000001001010 · · Score: 5, Insightful

    Believe it or not. This is actually one of the DRM applications I am actually looking forward too. It would make (massively multiplayer) online games so much more entertaining.

    This goes to show once again that no technology is inherently good or bad. It is the application of said technology where we must collectively learn to act more responsibly.

  8. OBVIOUS solution by HobophobE · · Score: 4, Insightful

    This seems quite easy to me...I play CS, I play FPSs, etc...and the simple and reliable solution that works for things like /dogmode (read godmode), etc. is ADD THEM to the game. Let these kids have their wall hacks, their aimbots, their stupid lameness...build it in, and let server admins turn them off. If you go to Gamespy right now and look hard enough, you can find a server that invites and serves cheaters...so why not? Build the cheats in and let most the servers be free of cheats, while the people who "want to go weeee but ain't got drugs yet" can yack off to their 42448ness (or whatever the hip number of the CTIME is).

    Okay...obviously they could still create proxys and such that would try to let them cheat where they can't, as they do now...but I think this would honestly help deter the average guy who isn't creating proxies for the time and effort it takes to actually find a way to slip through the current protections...I hope.

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    -HobophobE
    Nothing laughs forever.
  9. It gets worse as the games get bigger by Crashmarik · · Score: 4, Insightful

    I had the honor of participating in the beta of MPBT 3025. It was both an eyeopener and lesson in the problems of online gaming.

    For those not in the know MPBT 3025 hnceforth BT, was an online version of the battletech boardgames. You have a space faring civilization that has fallen from its golden age. There is much lost technique and technology. Not the least of which is the political organization that allowed all those people to live together. The game was organized along the lines of the 5 major successor states. It consisted of the successor states battling for control of the known universe. The States or Teams had at various times upwards of 3k players and intense rivalries.

    The game had a long history having been out and in development for over 10 years. The latest version having been do real soon for nearly 8 years. I am not certain but I believe it was the complete inability to resolve community issues related to the various forms of cheating that first killed interest in the game by players and finally caused EA its last owner to kill the project.

    Imagine quake capture the flag with 5 sides and 2 to 4 thousand players a side. Now imagine "responsible players" being tasked with controlling the behavior of their teams, and having nothing but the power of persuasion to do so. This was the community of MPBT 3025.

    Needless to say the game became every kind of a cesspool you can imagine. There wasn't just one level of cheating but multiple levels of cheating and betrayal. The base level was what The tom's article speaks of and is the most minor of cheating in online gaming. The hacking of the connection, game engine, weapon data files was something both obvious and by and large easy to deal with. The experienced players could spot the game behaving freakily and would ostracize the cheats or find ways to harrass them. It was something that was annoying but easily dealt with.

    The higher levels of cheating were most likely what did the game in. The next level involved multiple accounts, various point transfer schemes, and impersonation. This is where "Cheating" showed that violationg the social contract produces truly disgusting results. There is very little that can compare to participating in an online world, and finding yourself betrayed by people you felt were your friends. In other online games theres similar problems, i.e. people in multiple guilds, people in multiple nations in the smaller empire games. But, in bt, with 5 large nations and virtually no way to keep track you had betrayal as the purpose of the game. Almost all combat was team combat, and towards the end everything revolved around planting ringers.

    Cheating is bad, betrayal by supposed friends is a catastrophe for a game. I can't say this loudly enough, and it is something that will either limit the scope of online games or limit them to weird survivor/lord of the flies knockoffs.

    The final and worst form of cheating was, the players who volunteered as honorary staff to gain a leg up. As bad as regular betrayal this was worse. In my mind it was the last nail in the coffin for the game. Its, also the great lesson for all online games to come. Make certain that you have automated checks built in before the game even starts. That way, you can not only watch the players but watch the watchers.