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The State of Cheating in Online Games

Gary Mullins writes "GameApex has a nice article up meant to inform other gamers about the presence of cheating in online games. The article covers the types of cheats to be aware of, the type of person the average cheater is, and even includes plenty of information from anti-cheat experts from PunksBusted, United Admins, and The Cheat Police." From the article: "If recording a demo is not an option then you can always use screenshots. While these are not as effective they do work. Once reviewed by you, if you do suspect the player is cheating, forward the information to the server admin. This information is always in the listing of the server or even in scrolling messages on the server in-game. Speaking as someone who has been a server admin, when you have a player who you suspect is too good to be true make sure you check them out before immediately kick or ban them. Sometimes it is better to err on the side of caution and presume the player is skilled, than to assume they are cheating. If they really are cheating it will be proven sooner or later anyway."

44 comments

  1. Admining Game Servers by g0bshiTe · · Score: 4, Interesting

    I am a server admin for an FPS clan, we span mulitple games and have several servers. During my time admining, I have actually downloaded and used several of the more popular cheats for the games that I play, in an effort to 1) see what I am up against 2) learn what to look for in a suspected cheat 3) check the effectiveness of our anti cheat programs. A few things I have learned that I can pass on to other server admins. 1) Punkbuster does not work! I have gotten cheats into Punkbuster enabled servers that I admin, without having my IP on any protected list. 2) You can spend 80% of your time specking people who are suspected of cheating, or you can use a cheat as a tool to help you admin. On several occasions while playing someone would make a remark about a cheat, and you go to spec, and something looks odd but the player does not seem to be cheating, you play a little more, still you are unsure about that player, so you load up a hack and spec them while you have a hack on. I have spotted several hackers without shadow of doubt using this method and spotted them in less then 5 mins. Usually after a ban this theory is confirmed by one of two things, the server either crashes shortly afterward, or they try to come back using a name like Fuckers_Ban_Me_You_Faggotts. I have found this typical of hackers in games. On most occasions I tend to err on the side of they are skilled, as I have to exit my game to install my cheat then reenter the game, this way I am not tempted to use the cheat while playing. I would much rather get a decent score from my ability than a cheat.

    --
    I am Bennett Haselton! I am Bennett Haselton!
  2. Hardest cheating to spot and stop by Anonymous Coward · · Score: 2, Insightful

    Buying MMORPG money/items with real money. I don't know where it stands as cheating but many games probhibit it and it feels dirty to me. If you can't really as playing succeed what is the point?

    At the same time it is virtually impossible to weed away from the games because any effective resolutions would require extremely privacy intrusive techniques.

    I play myself EVE Online and there are some 2500 in-game money grinders online 23/7. It seems that the company that runs the game is completely powerless to come up with any solution that really works. 9/10 of the grinders do not use macros or any other applications. Most usually it is a Chinese little kid in front of some 20 monitors pressing the proper buttons. They have studied all the means the CCP can use at this moment and have their ways around of them all. They seem to keep going and going undetected and handled for months and months. Monetarily it is very nice. I calculated that I could myself earn some 5000 euros/month by grinding Eve money if I wanted to, after all the expenses.

    1. Re:Hardest cheating to spot and stop by Keill · · Score: 1

      This one is all down to the design of the games... If the games force you to value cash or items (gear) more than anything else - (Diablo 2 anyone?) - then of course people are going to sell them for real money if they can.

      The only alternative I can think of - (and have been working on) is more of a skill based system, though with some gear - but not as important... This way it's the character's experience thats the most valuable thing - and if you can't sell/transfer characters, then...

      --
      'Stupidity is an often fatal disease' - R. A. Heinlein
    2. Re:Hardest cheating to spot and stop by RsG · · Score: 2, Insightful

      Alternatively, designing a multiplayer RPG to be something other than a grind would also help. I suspect that it's the heavy reliance on time and money sinks that really screw these games over - for weak willed gamers, buying gold/characters/plat/whatever is the path of least resistance when compared to grinding for hours on end.

      The problem is that the appeal of single player RPGs doesn't translate well into a multiplayer environment. Most developers try to fatten up their MMOs with grinding content, designed to keep players on a leveling treadmill for money and experience. As long as this remains normal, the games will likely suffer from gold selling and the like.

      Also, a skills based system without character transfers would still be open to account trading, even if the EULA specifies otherwise - as long as the seller can trade a username and password for real life cash, they can't be stopped.

      --
      Erotic is when you use a feather. Exotic is when you use the whole chicken.
    3. Re:Hardest cheating to spot and stop by Trejkaz · · Score: 1

      I don't see anything wrong with buying items with real money. The real problem is the guy playing 24 hours a day who is earning money due to their character's high level.

      The former is just a guy who might not have the time to spend levelling up all day like your average MMO game addict, and wants some way to level out the game. The latter is a guy with no life who should get a damn job.

      --
      Karma: It's all a bunch of tree-huggin' hippy crap!
    4. Re:Hardest cheating to spot and stop by grumbel · · Score: 1

      ### as long as the seller can trade a username and password for real life cash, they can't be stopped.

      The IP should easily give away the true location of the user, so if some account login who used to come from china suddenly comes from the usa there migth be a good chance that the account was traded. It might also be possible to analyse the patterns of playing, if a player all of a sudden goes from power leveling to random walking around, there is also a good chance that something is wrong. Of course the throuble is that all this requries extra work and here and there some valid accounts migth fall under the raster, but it shouldn't be that difficult to find some of thoses traded accounts.

    5. Re:Hardest cheating to spot and stop by Keill · · Score: 1

      And in the end it all comes back to the same thing.....

      The biggest reason why so many companies are having 'problems' with computer software (PC software in particular) is because they are neither licensed nor bought - 'properly'. Buying the software, in the same way as music etc. wouldn't help here - but a proper licensing scheme, would... (Along with the DRM/copy protection stuff aswell). That way, yes - you could transfer the liscense for the game accross - but you'd have to create a new account from scratch - the problem with computer games atm is that they arn't liscensed to a particular person/people. LIKE THEY SHOULD BE - they seem to be trying to link them to 'machines' instead - which is a bad idea, and doesen't really work that well in the real world, except to piss people off - afterall - the computer doesen't own the game/software - I do....

      --
      'Stupidity is an often fatal disease' - R. A. Heinlein
  3. Does Punkbuster not work at all? by technoextreme · · Score: 1
    Punkbuster does not work! I have gotten cheats into Punkbuster enabled servers that I admin, without having my IP on any protected list.

    I read the article and it said that it doesn't work for all cheats. Were you getting in with almost all of your cheats or a fraction. The article said that one fifth of all cheats still can get past Punkbuster.
    --
    Ooo man the floppy drive is broken. No wait. The computer is just upside down.
    1. Re:Does Punkbuster not work at all? by pxuongl · · Score: 2, Informative

      punk buster will catch all the popular readily available cheats (stuff u can find with a google search) punk buster won't catch (and never will catch) cheats that are kept secret (like the ones where clan membership or the like are required)

    2. Re:Does Punkbuster not work at all? by g0bshiTe · · Score: 1

      My statement was vague, I was able to get one cheat past PunkBuster, I had only tried the one, my statement that PB didn't work, I will change to it's not 100% effective. Though I know no AC will be 100% effective. I have found the best method for combating is vigilance, and training other members to spot them.

      --
      I am Bennett Haselton! I am Bennett Haselton!
    3. Re:Does Punkbuster not work at all? by Paradise+Pete · · Score: 1
      punk buster won't catch (and never will catch) cheats that are kept secret (like the ones where clan membership or the like are required)

      If the whole clan knows it, it won't stay secret. In the words of Benjamin Franklin, "Three can keep a secret...if two are dead."

    4. Re:Does Punkbuster not work at all? by Locomorto · · Score: 1

      Actually this largely depends on the game, the level of development for it (even private (ie by the hacker for themselves) methods eventually make it to their respective public works sooner or later), and how much info about the gae is out there. For very popular games like AA there are times when there are tons of public (ie you and I can go and download and run) cheats out, then there will be an update and most (generally all) will be detected. Sometimes a whole way of making hacks (DX hooking gets blocked, but thats only after they make sure they wont block every cheat out there (money stream and all...)). Let me tell you this though, the online cheating community is HUGE. I would say one thousand people in total are browsing the main 2 web portals at any one time. With a size this large, you can only stop them for so long before they find a new way.

      --
      Stopping Content Restriction Annulment and Protection means not calling it DRM.
  4. subjectiveness in demos or screenshots by pxuongl · · Score: 5, Interesting

    i used to play sof2 quite religiously, and at some point, got extremely good at it. And eventually, got kicked and banned from just about every server. for one server in particular, i decided to take a stand and try to get myself unbanned. i was initially banned for cheating because i had a score of 120-5 or something like that. so from there started a long series of forum debates while i was trying to unban myself. it ended up, as i found out, that half the admins there thought i was cheating, and had demos to back their claims. and then the other half thought i wasn't cheating, using their own set of demos and also by pointing out things in the demos that alleged i was cheating. in truth, there is a lot of subjectivity for very skilled players when viewing a demo and trying to determine whether or not the person really is that good, or if they've got an aimbot, wallhack, or some other type of hack. long story short, after a month's worth of fighting, they unbanned me, and let me back on the server. from there, i was recruited into a competitive clan, and participated regularly in tournaments that the server group would hold. and then i was eventually banned again by an admin who was new to the servers and his powers... claiming that i was too good to be true, despite the rest of the community saying otherwise. the fun part is that of all the players on the servers who would accuse left and right as soon as they get killed by the same person a few times, i noticed that it was always the good players who never cared if somebody was cheating or not. if a person was cheating, the skilled would find a way to play around it, or just simply leave. and what was left were the whiners and complainers. so i'm rambling on a bit... but just screenshots and even demos along aren't enough to distinguish between a really skilled player and a cheating player. the differences are often very subtle. but what you end up having to look for are mistakes, if things are repeated, etc... but even then, those things can be completely human, but appear to be due to a bot. in the end, i believe it's the community and relationship each player builds with a server's admins that's way way way above demos and screenshots alone. an ungodly good player with a good attitude are rarities that keep people coming back to a server or game. the ungodly good players with bad attitudes are what kill servers and kill games. so despite it all, i believe it's ultimately up to the types of people a game attracts, the friendliness and supportiveness of the community, and the fairness and levelheadedness of it's admins that will trump any cheater.

    1. Re:subjectiveness in demos or screenshots by geminidomino · · Score: 1

      120-5?

      Dude, playing on the elementary school's first grade server IS cheating!

    2. Re:subjectiveness in demos or screenshots by code-e255 · · Score: 1

      Nazi server admins are just as bad as actual cheaters, in my opinion. I got banned a couple of times by some idiots because either i) my score was suspiciously good, ii) they didn't like the way I played (say, vent camping on cs_assault), or iii) because I got some lucky frags (such as through-wall kills, or quickly turning around 180 degrees and getting a headshot).

  5. Stupid game design by Spazmania · · Score: 4, Interesting

    Another example is from Call of Duty there was a flaw with running MSN Messenger that would allow you to see through walls and other textured areas of the levels.

    Okay, for any game designers who have been hiding under a rock for the past decade (which sadly seems like a lot of them) here's online game design rule #1:

    If the player's computer knows something, expect that the player knows it too. If you design the game so that the player's computer knows something before the player should then you are practically begging cheaters to ruin the game.

    And rule #2 is probably that anything which depends heavily on the player's dexterity begs for cheaters as well. "Aimbots" is the cited example -- cheat programs that aim for you. You can't actually prevent this. Code integrity checks? Fine, intercept the driver. Driver integrity checks? Fine, run it in a virtual machine and run the bot outside of the vm.

    Seriously, complaining about this and calling folks cheaters is like dropping $20 on the street and complaining about thieves when you go back and find it gone. Of course its gone. Duh.

    --
    Moderating "-1, Disagree" is simple censorship. Have the guts to post your opinion.
    1. Re:Stupid game design by pxuongl · · Score: 3, Interesting

      dirty little secret: i used to cheat on yahoo chess by loading up chessmaster and setting it to the highest levels.

      case in point: the human mind is far more creative than a group of programmers and any computer algorithm they can devise - and as long as that is true, then there will always be a way to cheat.

    2. Re:Stupid game design by MachDelta · · Score: 2, Interesting
      If you design the game so that the player's computer knows something before the player should then you are practically begging cheaters to ruin the game.
      Unfortunatly its not always that black and white. Due to the nature of networked gameplay, its often very helpful that the client is given data in advance of an event appearing on-screen. Otherwise everything you "see" has the front end clipped off (eg: players appearing out of nowhere) because of latency. Most modern real-time networked games are one big charade of interpolation anyways, so when you starve the client of data weird things will happen.

      Its a horrible ballance between making a good looking, good playing game, and trying to protect your creation from the asshats of society.
    3. Re:Stupid game design by Daxster · · Score: 1

      Don't call it stupid game design, it's far easier to not need to handle that. MMORPGs suffer from the same effects when the client is allowed to do more than it should. Ideally, all communication exists of queries from the client (I want to move to x, y), but this takes far too much work on the server's part to make it worthwhile for smaller games (eg, public/private servers run by the community).
      Yes, it is true that it's a bit of laziness on the part of the programmers, but having the server handle everything needs a lot of resources.

      --
      Death by snoo-snoo!
    4. Re:Stupid game design by SamBeckett · · Score: 1

      Try it on the Internet Chess Club... Yahoo Chess is a joke by (any) comparison. If you can get over the privacy issues (their client effectively spies on your computer by reporting which tasks you have running, and how often you switch tasks during a game; but I believe the majority of their cheat detection is done using server-side algorithms, and is reviewed by hu-mans on a case-by-case basis) it is a fantastic place to play chess online.

    5. Re:Stupid game design by Impotent_Emperor · · Score: 2, Interesting

      You could run the chess program on a second computer. Let's see them scan that!

    6. Re:Stupid game design by Paradise+Pete · · Score: 1
      You could run the chess program on a second computer. Let's see them scan that!

      A strong player knows when he's playing a computer. The pace of the moves is one of the biggest tip offs. For instance, a computer will tend to take similar amounts of time on a simple recapture and on a tricky, complex position.

    7. Re:Stupid game design by Spazmania · · Score: 1

      Its not always easy but it is that black and white.

      It does help to think outside the box. You can preload the client with information about the approaching object without loading its position until its visible. And you can usually design the game so that the knowledge that -something- is approaching offers no competitive advantage. When you can't do that you can always design it so that everybody knows that something approaches, thereby eliminating the competitive advantage.

      Its only when you decide that its imporant to the gameplay experience that the players not know that you run in to trouble. And it turns out that decision is almost always wrong -- players -like- outsmarting the game. They like figuring out what's going to happen before it does. Being a step or two ahead gives you a sense of accomplishment. The unpredictable capricious gotchas are no fun.

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      Moderating "-1, Disagree" is simple censorship. Have the guts to post your opinion.
    8. Re:Stupid game design by Spazmania · · Score: 1

      it's far easier to not need to handle that.

      Its far easier not to worry about buffer overflows too. Just ask Microsoft.

      --
      Moderating "-1, Disagree" is simple censorship. Have the guts to post your opinion.
    9. Re:Stupid game design by WillAffleckUW · · Score: 0, Offtopic

      Seriously, complaining about this and calling folks cheaters is like dropping $20 on the street and complaining about thieves when you go back and find it gone. Of course its gone. Duh.

      Actually, where I live, Seattle, you have a very high chance of going back and finding the $20 bill. I think in nationwide and worldwide tests, we had 19 of 20 people who found a wallet with money either turned it in, delivered it to the person who "lost" it in person, or mailed it to the person who "lost" it.

      --
      -- Tigger warning: This post may contain tiggers! --
  6. Solutions? by JetFox · · Score: 2, Interesting

    A lot of talk about what people are doing, and very little on what can be done to prevent this. One of the few solutions mentioned is that: "Unfortunately, getting rid of cheaters completely will not be done until the server holds all of the game files."
    Which seems unlikely for a very large game. Unless you want to reacquire the game everytime you play. The "state of cheating" in all aspects of life is visible, and unless a paradigm shift of society occurs, the same exploits or hacks will be made.
    How about stricter punishment (perhaps permanent bans?) to those that cheat?

  7. Punkbuster by Threni · · Score: 1

    Did the guy explain how they manage to make their code so effective against cheats, and work without slowing the game (ie BF2) right down?

    1. Re:Punkbuster by Avillia · · Score: 2, Interesting

      I don't know whether this is sarcasm or a joke: I really don't see or feel like there are many cheaters in BF2.

      There's just cheapass stuff at every turn like spawn-raping, armor-whoring, the recently-nerfed PKM sniping...

      However, there is, of course, the fact that PunkBuster and their own anti-cheating methods DO slow the game down. A LOT.

      You know where it says 'Verifying Files' for about a half hour before you get in game?

      That's PB religiously checking every bit of the 1-2 gigs of memory that is recommended for BF2 for cheats, every game file for MD5, etc etc. HD Intensive RAM Intensive. Try playing Single Player and then compare that File Verification to a live server.

  8. In related news... by Anonymous Coward · · Score: 0

    a hacker known as "Neo" is currently being searched for gaming fraud. Apparently he got into the system to do impossible things like flying, stopping time and teleporting to other servers via backdoors. Recently he tried to spread a virus known as "Smith", trashing all the other players' data.

    If you see him please 010010010010010010010101010010101 THERE IS NO SPOON.

    1. Re:In related news... by Anonymous Coward · · Score: 0

      you'll never shut down the real napster

  9. False accusations by Jackmn · · Score: 2, Insightful

    I find that accusations of cheating tend to be far more prevalent than actual cheating.

    I used to be in a CAL-M clan with a few mates in Day of Defeat. When we got together to pub (which was fairly rare) somebody would always end up getting banned for 'hacking' by a poor server admin, and we'd be stuck looking for a new server.

  10. Re:permanent bans? by GenP · · Score: 1

    False positives?

  11. They will break in somehow... by garylian · · Score: 3, Interesting

    No matter what the game companies do, people that desire to cheat are going to break through, sooner or later. And usually sooner.

    I remember when SOE decided to update their encryption on the server-client transactions to defeat ShowEQ. ShowEQ was a packet sniffing application that people would run on a Linux box, and it would supply area maps, mob info, etc. (The plane of Hate had a few invisible, untargetable mobs that were named "ShowEQ Users Suck". Only people who used it or knew about the program knew about those mobs.)

    SOE went to either a 64-bit or 128-bit encryption with this new version, and were changing it with every client patch. They figured they had quite a bit of time on their hands, and ShowEQ would be disabled for quite some time.

    I do believe they hacked the encryption in 2 days, and really less than 24hrs. And the coders for ShowEQ made it so you could put a .dll on your machine (and everyone named it differently so SOE couldn't detect a common name) that would pass the encryption code to the Linux machine.

    All they did was increase the entrance requirements, which had become a joke. At one point, to use ShowEQ, you had to know enough to set up a Linux box, compile the ShowEQ programs from source, and keep it updated with each patch. Then folks started to sell pre-installed Linux boxes that auto-updated themselves, auto-compiled the program, and there was only a dollar amount entry fee. SOE took that back, but the smart people kept on going.

    Mind you, ShowEQ really wasn't THAT great. The biggest thing was having maps for zones that you couldn't have in-game maps for. Once SOE gave us a mapping function for all but a few zones, it wasn't worth keeping updated. But people still did it, and other folks complained about the competitive disadvantage of maps.

    So, people will find a way, and use it. Heck, there were people out there wanting to use Sony's flawed DRM stuff to hide hacks from Blizzard. 'Nuff said.

    1. Re:They will break in somehow... by code-e255 · · Score: 2, Informative

      The map function of ShowEQ was quite neat, but the real powerful thing about it was that it showed all of the mobs in the zone for you. Back then EverQuest would send mob info (names, levels, positions) of the entire zone to the client, even though one could never be in range to see them all. You could also program ShowEQ to play some soundfile when some particular mob spawned.

      In EverQuest, a lot of rare NPCs exist around the world which only spawn a few times a day, or less. A lot of the competition in the game was (and maybe still is - I stopped playing about 4 years ago) beating other players to a spawn, so that you could get the loots. ShowEQ gave a huge advantage in this respect. You could just give it a list of rare mobs who've got phat loots, run around the world, and just wait for your ShowEQ machine to go "Beep" and show you a vector to that mob's position.

  12. The State of Cry Babies in Online Games by SQLz · · Score: 0, Troll

    Is obviously still quite high.

    1. Re:The State of Cry Babies in Online Games by Anonymous Coward · · Score: 0

      Mod parent up.

  13. This happens - at LANs! by Hyperhaplo · · Score: 0

    A good friend of mine I used to play with used to play Quake2, Jedi Knight etc on the net and be called a bot. However, this guy is good.. really good. He goes to LANs around where he lives (small island south of Australia) and has been known to wipe the floor with an entire room full of people. It's kind of hard to claim someone is cheating when your mates are _standing behind the guys watching him_. It's a pity that some people can't handle it when a player simply is that good. I can understand them thinking you are a bot though :) Watching Jakka play is about as close to watching an AI as you could care to get. Cheers to the guys at NexusLAN and fond memories to FragMania / TerraFracta.

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  14. Piracy!=Cheating by 4D6963 · · Score: 1
    Both piracy and cheating need to be squashed. It is the same people doing the two things. They have no morals, they cheat and steal because they believe they can get away with it.

    Shit, what a bunch of crap. I "pirate", I "steal" (although I don't have the feeling to), but I don't cheat, because that sucks, nothing to do with morals.

    Most people who pirate don't cheat, I bet, prove me wrong with figures...

    --
    You just got troll'd!
    1. Re:Piracy!=Cheating by Trejkaz · · Score: 1

      Also, piracy can only be linked to cheating if all "non-pirate-able" games have no cheaters. Yet you see droves of bots in Ragnarok Online. Go figure.

      --
      Karma: It's all a bunch of tree-huggin' hippy crap!
    2. Re:Piracy!=Cheating by Anonymous Coward · · Score: 0

      As long as we're collecting anectotal evidence, I know a whole clan of people who gladly pirate games and share music, but I've never heard one of them talk about cheating in an MMO. They'll gleefully hack the crap out of single-player games, but then again, that's hardly cheating as there's no-one to cheat *against.*

  15. If you build it, they will break it by MMaestro · · Score: 1

    Thats the simplest way of looking at it.