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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."

52 of 314 comments (clear)

  1. Kick em out... by irokitt · · Score: 5, Interesting

    I think common cheats should have a forum where they are documented. That way, if someone at a LAN party gets noticed using them, they can be kicked out.

    --
    If my answers frighten you, stop asking scary questions.
    1. Re:Kick em out... by ergo98 · · Score: 5, Interesting

      Most cheats are well known. For Quake III based, OGC (that's an interesting page in general with good screenshots) is well known and often suspected.

      However I think the problem isn't so much at LAN games where you have actual physical people who'll clearly see if you're turning on auto-aim or wallhacks, but rather online games where every person is isolated, and the only monitoring is the realism of their gameplay. Some guys, like Urban Terror, allow some players to spectate, or to spectate after they die, and this can allow one to look over someone's shoulder and determine, to a pretty good accuracy, if their play seems skillfully good, or unreasonable. Wallhackers, for instance, are generally brutally obvious.

      Most online games I've played have been ruined by hackers. From Diablo, to Quake 3, to America's Army. Cheaters in online games are not only morally reprehensible, they seem to have a very weak desire to be challenged, and hence can often be considered the weak of the herd.

    2. Re:Kick em out... by FryGuy1013 · · Score: 3, Interesting
      --
      bananas like monkeys.
    3. Re:Kick em out... by Anonymous Coward · · Score: 3, Insightful

      The problem is you don't always know who they are, and too often highly skilled innocent players are accused.

      I think that wherever it makes sense, have a handicap rating system that segregates players by ability or peer-rating, or both. That way, if someone chooses to cheat, he will either have to deliberately play badly for a time (no fun), or take some kind of penalty to remain in the same class, or be moved up to the next level.

      In the best case, all of the cheaters would wind up playing against each other.

      A system like this would probably not work well if the game has a small player population, but in that case, there probably would be few cheaters anyway.

    4. Re:Kick em out... by ergo98 · · Score: 3, Insightful

      They just don't take the games as seriously as you do and enjoy making a mockery of your competition.

      Yes, they don't take it seriously enough that they covertly and as secretly as possible spend hours every night attempting to earn the respect for their gameplay...clearly they're, err, "mocking" (at least after they're caught). You must be the kid who sent love notes to girls, and when they laughed you away claimed that you were "just joking". The world is all a retrospective laugh to the pathetic.

      an online gamer calling someone else the 'weak of the herd'?!?

      Yes, "online gamers" are a real rare breed these days, now aren't they. 1989 called: They'd like you to move out and maybe get your own place in the modern world, where pretty much everyone partakes in this newfangled thing called "the internet". The only ones who would proudly proclaim that they don't participate in online gamers are the dumb.

      Having said that, the point is that healthy, "competitive" adults like a fair challenge, even if it means losing. I'm not the greatest player in many of the games I play, yet when I am beaten I can respect the gameplay of the opponent, and accept defeat graciously. That is unless you magically get blindsided time after time, and then spectate the culprit to watch an obvious wallhacker and aimbotter at work, smashing down everything around them. I remember first going online with Diablo to give it a shot to find 900 hp "level 2s" who would just sit in the dungeon killing everyone who came along: These are the anti-social a-holes who sneak out at night to kick down snowmen and smash pumpkins.

    5. Re:Kick em out... by sleeper0 · · Score: 3, Funny

      wow, proof of what i always suspected. Those hardcore stay up 3 days straight at a LAN party gamers are on more meth than a gang of trailer park tweakers.

    6. Re:Kick em out... by FeloniousPunk · · Score: 3, Interesting

      Some guys, like Urban Terror, allow some players to spectate, or to spectate after they die, and this can allow one to look over someone's shoulder and determine, to a pretty good accuracy, if their play seems skillfully good, or unreasonable. Wallhackers, for instance, are generally brutally obvious.
      That is very useful, unfortunately this mechanism can also be used to the advantage of cheaters. If dead players spectating can talk to their team, they can observe enemy players' movements and report them to still living teammates. Some servers disable dead spectating for this reason.
      Most online games I've played have been ruined by hackers
      Yeah, I agree totally. They've really poisoned the well; it's such a common phenomenon that pretty much every game I've played in online in the last year or two there has been at least one accusation of cheating. Anyone who plays well or just has a good day becomes suspect, and it really sucks playing online in that sort of atmosphere.
      The Internet has been a really depressing revelation on what people can be when they think no one's watching. From cheaters in online gaming to virus writers and crackers, all that anonymity hasn't yielded a very flattering portrait of people. And will in turn produce an internet in the future that is much more intensively monitored and controlled.

      --
      I know this because Tyler knows this.
    7. Re:Kick em out... by Anonymous Coward · · Score: 3, Insightful

      I stopped buying pc games for my oldest nephew, whether the online shootemup variety or other kinds. All he ever does, I've noticed, is go directly to the internet to find out how to cheat. Waste of good money, and I'm not going to give it away to the game publishers for nothing anymore. Not til they straighten their shit out. (Yes, in many cases they encourage this phenomenon).

      He's a good kid, but assholes have convinced him and others that the only way to succeed is to cheat. They have no self-respect or shame, and so what he sees beyond his family is people his age and older cheating wherever possible. Cheat the system, cheat at school, cheat at games -- these days it goes all the way from the little shit like this particular topic, up to stealing investor billions and stealing elections.

  2. interesting by no+reason+to+be+here · · Score: 5, Funny

    In an issues that has gained increasing notority

    George W. Bush has started submitting articles to /.?

    That's an interesting strategery for the upcoming presidential race.

    1. Re:interesting by Aliencow · · Score: 3, Funny

      Well, maybe some people here can teach him how to cheat online, and he'll tell them how to cheat at elections... win-win situation !

  3. Good election karma by irokitt · · Score: 5, Funny

    Hey, it might make me vote for the guy...

    --
    If my answers frighten you, stop asking scary questions.
  4. TCP to the rescue! by ArsonPanda · · Score: 5, Funny

    Man, its a good thing we'll have MS's Trusted Computing Platform soon, to help deal with things like cheaters.
    Counter Strike - Palladium Edition

    --

    --I don't want the world, I just want your half.
    1. 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.

    2. Re:TCP to the rescue! by IICV · · Score: 4, Interesting
      I, personally, would rather only play SP games on a non-protected machine than be forced to use something that could concievably be used against my interests just to play against other people over the net without fear of other people cheating.

      Counter-Strike isn't that good. I doubt anything would be.

  5. Damn by Timesprout · · Score: 5, Funny

    No one ever accuses me of cheating, probably cos I am so crap. Does camping count ? I'm really good at that.

    --
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    What truth?
    There is no dupe
  6. More whiners than cheaters by Anonymous Coward · · Score: 5, Funny

    For every cheater, there are at least ten players who'll complain that you're cheating when you kill them - sour grapes.

  7. Nothing new said, but... by rzbx · · Score: 4, Informative

    There really isn't anything new in this article that hasn't been said before. He at least puts up a basic outline of some of the more popular games out there and the most used cheats. If you want more in depth articles covering the topic then check out the various websites affiliated with the game such as the official site, fan sites, anti-cheat sites, and various gaming sites. Good read none-the-less for those not familiar with game cheats.

    --
    Question everything.
  8. Sorry... by dethl · · Score: 5, Funny

    I'm too busy cheating on Counter-Strike to go read the article.

    --
    "Some fight for law. Some fight for justice. What will you fight for? One day, you will see."
  9. 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! :)

  10. cs anti cheats by Meeble · · Score: 3, Informative

    our cs server now has an anti cheat that the admin developed. It runs locally on your machine and checks your hard drive for common cheat files, it will also take screenshots of your game running and ftp them to an ftp server. IT also checks the md5 hash as you play. It's found a lot of h4x's already

    you can check it out at www.wnygames.com - it's similar to creeping death imho, but more tailored to the server we play on.

    --
    Fear Breeds Knowledge
    1. 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.

    2. Re:cs anti cheats by Chucow · · Score: 5, Interesting
      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.

      An interesting point and something I myself have been worried about for quite some time. More frightening to me than a cheating person (usually a lamer using someone else's scripts with poor or little understanding of how they actually work), is the eventuality of an admin who decides to use a server maliciously. It seems to me that with the power server admins have over the clients in some games, it would be feasible to use a server to distribute a virus, etc.

      Imagine how many unique gamers go to a well-populated game server everyday...

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

      Dunno about everyone else, but when I fire up my RTCW on Linux, I run it as a "game" user with no privileges.

      Permissions are your friend! Whilst not unstoppable, it makes it a damn sight harder for untrusted code to break your system.

      Windows has more sophisticated ACLs than *nix, so surely it would be possible to set up a similar game user with no access to the rest of the file system/registry. Why don't game installers do this by default on Windows to proactively try to prevent this type of hack? Why don't lazy Windows users do this themselves?

      Bah

  11. 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.

    1. Re:Touch-screens and other equipment by wik · · Score: 3, Funny

      Did he get to ride on this bus?

      http://www.pugg.net/lamers.gif

      --
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      x
      / \
  12. Where's the fun at? by Goalie_Ca · · Score: 4, Informative

    Cheating has ruined multiplayer games for me. It's extremely frustrating to be constantly spawn killed and the likes. Before i quit playing cs i went on a hunt for cheat free servers. Even the most up to date servers with the latest anti-cheat technology was two steps behind. Even at organized tournaments people constantly cheat. The cheats may be more discreet but they're still used all the time.

    On one server in particular i suspected three clanners of cheating but the admin told me that it was rock solid. I later returned with an aim-bot/wall-hack and showed him how false his sense of protection actually was. All i did was a quick search on google and downloaded the first thing that popped up.

    What really confuses me is why people cheat in the first place. Those who use aimbots are really lame. Where's the fun if you don't even have to click. All you gotta do is face the cross-hairs in the general direction and it does it all for you. Wouldn't you get bored real quickly? 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.

    What i really hate is the fact that every game is prone to cheaters. Even when playing chess online some people resort to using computer programs to help them out. How lame is it to run gnu chess in the background?

    --

    ----
    Go canucks, habs, and sens!
    1. 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.
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    2. Re:Where's the fun at? by Minna+Kirai · · Score: 3, Informative

      There certainly are cheats for RTCW, and the sequel.

      In fact, one of the best cheats for an FPS is "wallhacking". You install a modified graphics driver that negates the Z value of drawn objects.

      That way, distant things appear in front of nearby ones, instead of the reverse. So you can prepare to fire at an enemy before he's even in view. (Especially powerful with indirect weapons, like a rocket launcher with large explosions)

      I've seen screenshots of Z-inversion wallhacking in RTCW:ET, but don't remember where they went. Here's one screenshot of a related hack: the alpha-blended trick, where the video driver is modified to make everything translucent.

      Cheating based on videodrivers can effect many different games- anything where seeing more clearly could be an advantage.

    3. Re:Where's the fun at? by glitch! · · Score: 3, Interesting

      In fact, one of the best cheats for an FPS is "wallhacking". You install a modified graphics driver that negates the Z value of drawn objects.

      That way, distant things appear in front of nearby ones, instead of the reverse. So you can prepare to fire at an enemy before he's even in view.


      Here is a possible partial solution: have the server issue multiple randomly moving false images behind the "opaque" area. Normal people would never see them, but the cheaters would have to deal with many fake targes, making the illicit information less useful. Going a little farther, the server might even be able to move a fake image into the cheater's view (but somehow still invisible to normal players) and ban the cheater when he tries to shoot at it.

      --
      A dingo ate my sig...
    4. Re:Where's the fun at? by Minna+Kirai · · Score: 3, Insightful

      If those things were done on the server, it would increase network usage for every player, degrading the performance of the entire game.

      Somewhat more reasonable would be including code in the client to create fake enemy images behind solid surfaces...

      However, if the game client software was smart enough to do that (meaning it could calculate for itself which walls totally blocked off your view of the area), then it might as well just not send 100% concealed enemy pictures to the video card.

      The kinds of driver-hacks I'm talking about are possible because the game relies on the video card to decide if an enemy is visible to the player, rather than computing that itself.

      (Even better would be for the server to restrict transmitting enemy data for things you cannot see. The original Quake did this- I don't know why they took it out. This would have a side effect of making 40 player games smoother...)

  13. No mention of hlguard by JohnCub · · Score: 5, Interesting

    I'm surprised that the article didn't mention hlguard, also developed by united admins. It runs on all sorts of hl mods and is likely one of the most used anti cheat tools available. In case you are not familiar with it, it contains tools to check for aimbotting, common cheat cvars, and manual ogc detection. If you run any type of hl server (and it's interesting they don't mention the hundreds of other hl mods) hlguard is definitely a server side addon you should look in to.

    http://www.unitedadmins.com/hlguard.php

    --
    -= Why can't I add 'Anonymous Coward' to my list of Foes? =-
  14. Nothing new.. by Azureflare · · Score: 4, Informative
    Wow they talk about this like this is new to multiplayer gaming. (Also, I take issue with what he says about no clipping; it didn't make seethrough walls, it made it so that walls didn't block you anymore, at least in the original doom...idspispopd or something? Ha, it's been so long.) Cheating multiplayer was really big when Diablo came out; I could remember the cheating idiots who would destroy multiplayer games. In fact, cheaters are what ruined the multiplayer diablo experience for me. Starcraft as well. (Both games I actually bought BTW!)

    I haven't played counter-strike, but it seems like the same types of people are at it again... I don't know, they always barge in and ruin perfectly innocent games. Cheating really does take out all the fun in multiplayer and even singleplayer videogames. That's why, you play with who you trust!

    The only way to do THAT is to make friends...and know them well. A third party isn't going to be able to determine if someone will be a good friend for you or not.

    My problem is I could never find anyone who was as obsessed as I was with videogames (Descent II was fun over modem, I got to kick my friend's ass all the time =P)

  15. A great resource by legomad · · Score: 5, Informative

    For this kinda info is the forum at www.gamehacking.com

    Actually they discourage multiplayer hacks, but otherwsise there is just about any info on the subject you may want.

  16. This always makes me laugh. by Dthoma · · Score: 4, Funny

    If I were placed on a multiplayer game server where half of the players are cheating, I think I'd just sit and watch the other half frantically screamed "OMG HAX!!!1" messages scrolling down the screen.

    If this continues then the only players of CS and the like will be hardcore cheaters. This will be even funnier because often cheaters consider themselves to be above reproach and will threaten and verbally abuse anyone else who cheats as they do. So all game servers will be infested with retards squawking at each other.

    Looking further into the future...
    An arms race of cheats is almost inevitable. As with a real life arms race it will continue indefinitely until someone comes up with The Ultimate Cheat. By analogy with real life, we can see that this Ultimate Cheat will probably consist of submitting a link to the game server to Slashdot, causing it to be turned into a molten pile of slag and driving everyone playing bonkers. Then no one will play the games any more because of the risk of their computers exploding and I will be happy, for then I will have other freeciv players to play with.

    Then someone develops a wallhack for freeciv, and the cycle starts over again...

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

  17. This just in! by Metallic+Matty · · Score: 3, Funny

    Half-Life mods have alot of cheaters.

    In other surprising news, Microsoft continues to make software with security holes.

  18. 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

  19. 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
    1. Re:The game architecture is part of the problem by Cyno01 · · Score: 5, Funny
      I would think most multiplayer gamers would give up a few FPS to play cheat-free.
      Give up FPS? You're new here, right?
      --
      "Sic Semper Tyrannosaurus Rex."
    2. Re:The game architecture is part of the problem by FryGuy1013 · · Score: 4, Informative

      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. This is completely wrong. It only sends information for players located inside the "visible" portals (i.e. before culling of the true non-visible ones). Try going into the console of a singleplayer game (not lan) and typing "gl_wireframe 2" and notice how far into the map you can see. This is how much data it sends for players as well. Not the entire map by any means.

      And the problem is not in the CPU (client side at least) to have players not visible on the screen at the moment not sent. If anything, it _increases_ CPU usage to have this. Latency is the issue. If you are going around a corner and you don't know anything about whats on the other side, and you peek around it, it will take say 100-200ms to get this information, resulting in a very bad experience.

      Not to mention your advice seems to only help for wallhacking problems. Your client has to know what's visible on your screen, and what's on your screen can be aimed at. More perfectly with the assistance of a cheat even.

      --
      bananas like monkeys.
  20. My favourite kind of cheat... by Dthoma · · Score: 3, Interesting

    ...well, assuming I were a cheater. Which I'm not. Really. But anyway...

    I'm a big fan of the cheat which allows you to tweak its effect. There's an example given of a BF:1942 cheat which will double your fire rate and driving speed. This suggests something interesting; the incremental cheat. Just use the cheat to up your fire rate and driving speed by 5% to start with. If no one responds; up it a bit more, and more, until someone starts calling you a cheater. Then you can turn it back down and then tell them that they're making false accusations, whilst still having perhaps a 20% advantage over other players.

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

  21. hooks = cheats? by FryGuy1013 · · Score: 3, Interesting

    Not all client hooks are cheat programs though. There are a few good examples of non-cheat hooks like sparky's utils for Team Fortress Classic.

    Also, opengl wrappers/hooks can do more than just remove walls. They generally can also sniff the memory structures from the game client and do most of the stuff client hooks can do as well, whereas the article seems to think they can only remove walls.

    --
    bananas like monkeys.
  22. 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.

    --

    -HobophobE
    Nothing laughs forever.
  23. admin rights. by jericho4.0 · · Score: 4, Interesting
    In my UT days, on a large instagib map, I could reguraly walk away with 50 kills, 0 deaths. This get one accused of cheating a lot. In the year that I was playing several hours a day, I only ever saw 3 or 4 cheaters, and they were obvious.

    IFAIC, the only possible way to spot a cheater is by spectating. Ignore how fast his reflexes are, and look at his strategy. Does he do a route that runs by all the pickups? Does he look behind himself a lot? Does he play smart? Then he's probably not cheating.

    To get a cheat free server, admins should find players that visit a lot and arn't jerks and give them admin rights. Simple.

    --
    "A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
  24. New Games, Old Attitudes.. by evilcyber · · Score: 3, Informative

    This has already played out before..
    Who remembers Netrek?
    There were several clients to choose from to play the game. The trick? On major servers, you just had to use a blessed binary. Special permission to use RSA, and have developers responsible massivly cut down on ``borgs''.
    If a developer was found to be producing clients that cheat, his key was yanked from the master server that all the game servers fed off of, and it revoked every client in the field.
    Go Team Beer!

  25. Is radar cheating? And what to do about it... by daemonc · · Score: 4, Interesting

    I play a MMORPG called Dark Age of Camelot (DAoC). A major part of DAoC consists of realm vs. realm combat, where players from opposing realms clash in epic battles (a.k.a. lag fests). There is one well known form of cheating in DAoC, known as radar, which allows the radar user to see the positions of enemy forces in realtime before he can be seen himself.

    The most popular radar program for DAoC is Excalibur, hosted by your very own Sourceforge. The troubling thing about Excalibur is that it does not fit any of the definitions of cheating, although it clearly gives players using it an unfair advantage. It does not modify the game binaries, or modify memory areas or graphical output when running. It does not interfere with or modify data streams between the client and server. In fact, it doesn't even run on the same computer you play the game on. Excalibur runs on a Linux / *nix computer on your local network, and works by passively sniffing packets, decoding them, and constructing a detailed overhead map of the player's surrounding area. Thus it is, and always will be, undetectable whether someone is using radar or not.

    It really is a rather clever hack, but it's ruining the game for us honest players. (And no, I have never ran Excalibur, even to try it out.) The question is what can be done about? It would seem that the only two options are:
    1.) Encrypt every packet sent between the server and client, which would undoubtably slow everything down.
    2.) Send less information to the client, by implementing some kind of server-side clipping, whereby the server determines what objects are visible to each client and sends only those. Again, this would slow everything down, on the server side because it requires more work, and on the client side because when the player suddenly encounters the enemy horde, his computer will be forced to load hundreds of character models all at once.

    So, any other suggestions?

    --
    All that we see or seem is but a dream within a dream.
  26. Dear God... by ffatTony · · Score: 5, Funny

    Ok, ok, I promise never to cheat in multiplayer games again, just for love of god change the color scheme on this page.

  27. Baysean Filtering? by stomv · · Score: 4, Interesting

    Seems statistical analysis could find cheaters, the same way Baysean Filtering finds spam. It doesn't look for particular known signs (Viagra or a .dll mod); it analysizes trends in general.

    If an auto-shoot aimbot is used, the time between when the enemy is on the perp's screen and the time the gun is shot should be nearly constant -- by screen I mean either entire screen or some radius of the pointer. If it's a human making the decision, that time would have a wider distribution with a larger variance.

    For auto-aim but no shoot, take notice of when the pointer moves across the screen rapidly. Yes, there'd be type I and II errors (both not catching all auto-aims and recording simple things like turning around), but with enough analysis, it might be doable. Further analysis could be done on mouse movements prior to headshots. If a significant number of headshots (or killshots in general) came immediately following a rapid mouse movement, than an aimbot is rather statistically likely.

    For wallhacks, consider a graph that connects all hallways to other hallways... if a player is consistently converging on enemies out of view, ie the shortest distance between the two players is constant or decreasing, statistically speaking, a wallhack is likely.

    Of course, for all of these, the confidence intervals could be set arbitrarily close to unity -- and so it would give server admins the ability to risk overall Type I or II errors. This insures against being lucky some of the time, or doing the logical or rational thing in certain situations.

    While cheating could overcome these methods by introducing errors (intentionally miss sometimes, walk around randomly some of the time, etc.), it would reduce the impact the cheater would have on the game, thereby making it less interesting for the cheater... perhaps to the point of not worth his while.

  28. A non-cheat that's easy to fix: by stomv · · Score: 3, Interesting

    Templates. I play America's Army, and on some stages one can shoot a 203 (rocket launcher) into a window that is obstructed by some intermediate object. Blindly firing into a window that the enemy is likely to be inside due to its strategic importance from the other side of the map -- blindly -- clearly detracts from the game.

    The easy fix: introduce random errors in the map draw. Make the location of trees in an area a function of a random distriubtion. Make hallways marginally shorter, longer, wider, or narrower, in an effort to prevent people from using natural markings as methods of aiming (ie put your thumb three pixels below the lowest tree leaf to throw the grenade into the hole in the ground from maximum possible distance away).

    It's not a cheat (no modifications, etc) but it clearly is in conflict with the spirit of the game. Game developers -- fix this!

  29. 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.

  30. Gotta Communicate Re:More whiners than cheaters by SpikeSpiff · · Score: 4, Funny
    Communication among non-cheating players is important. One incredible shot is skill. 10 incredible shots in a minute is a cheater. Problem is, opponents only see the one shot. Talking about it helps sort out the skills from the cheaters.

    Best way to do it: call incredible shots - "nice shot sChmUcK sNiPP3r! Way to shoot me from behind you in the head while I was jumping from across the map through a crate!"

    --
    "All that is required for evil to triumph is for good men to do nothing." - Edmund Burke
  31. You can't stop it, so rank it... by Macdude · · Score: 3, Interesting

    This only works on servers where the people have to sign up. When you sign-up are are giving a starting raking, say Rank:1. As you play the system keeps track of your success and if you're good enough ups your rank (i.e Rank:2). Then it only allows you to play against people of the same rank as yourself. So all the cheaters (Rank:17) get to play against all the other cheaters (and those rare individuals with God-like skills) and us non-cheaters can play against other non-cheaters (and really really lame cheaters). Everyone gets a challenging game and who cares who's cheating anymore...

    You could even start a game (as an example) at Rank:7 +/-2, then people who are Rank:5, 6, 7, 8 or 9 can join.

    --
    "Grab them by the pussy" -- President of the United States of America
  32. A simple solution? by UnixRevolution · · Score: 3, Interesting

    A simple solution, at least for FPS games, would be to have invisible bots in every server, that don't shoot, don't get in anyone's way, and don't pick up weapons, health, etc...

    This way regular players won't have any idea the invisibots are there. However, if a cheater should happen to have one in his field of view, his aimbot will take over and frag the poor unsuspecting invisibot.

    If a player frags an invisibot, they get kicked.

    It's not totally foolproof, but it seems to make sense. at least for aimbot cheats.

    --
    You like your new Mac more than you like me, don't you, Dave? Dave? I asked...She said Yes.