Video Game Cheaters Outed By Logic Bombs
Lirodon writes: A Reddit user decided to tackle the issue of cheaters within Valve's multiplayer shooter Counter Strike: Global Offensive in their own unique way: by luring them towards fake "multihacks" that promised a motherlode of cheating tools, but in reality, were actually traps designed to cause the users who installed them to eventually receive bans. The first two were designed as time bombs, which activated functions designed to trigger bans after a specific time of day. The third, which was downloaded over 3,500 times, caused instantaneous bans.
If doesn't help prevent cheating in tux racer or bzflag why do I care? This tool was probably written in Rust too, wasn't it? Don't lie
The joy isn't in winning, it's in ruining the game for others and possibly making them quit in frustration. It's the same reason forum trolls exist.
This is why I continue to prefer console games with no internet access ... I don't have to worry about the other guy cheating, but if the company made ways for me to "cheat" it doesn't hurt anybody.
If I want infinite ammo and can't die, who cares if I'm sitting in my basement and nobody else is affected?
Cheat codes used to be part of the fun of one-player games.
Lost at C:>. Found at C.
Oh, come now ... people are selfish bastards, and if there are rules, someone is always trying to get around them.
Don't go expecting noble acts from video gamers or the internet just because you seem outraged.
This is really no different than real life ... someone is always trying to bypass the rules and not get caught.
Lost at C:>. Found at C.
I used to make bots for my own use in Puzzle Pirates. Less directly competitive, but there were global ratings and you helped your crew by performing highly (without directly griefing other players). I found that writing them was a lot of fun--it was a challenge to see how optimized I could make them, and how realistically I could make them act as humans. Big 'oops' moment when my bot went to the top of the world rankings after it'd only been running for a couple days, and I think I got banned because my bot optimized for weird combos that humans are unable to predict very well; it would stand out blatantly if anyone ran those particular statistics, but at least it had delays and mistakes and weird mouse movements like a person. In any case I found the 'botting puzzle' to be much deeper than the 'bilging puzzle'. It would still be fun if it was single-player.
But, that's just me as a writer. I could see distributing it to friends as a kind of intellectual challenge in managing people, and getting ahead in the game to see more high-level content. In a one-shot game like CS:GI though, downloading someone else's bot is just pointless. There's no long term progression to gain from, and you don't get the challenge of writing the bot yourself. All you get is the meaningless short-lived internet points from seeing yourself on top of a scoreboard, and you won't even win fights in a way that earns respect from your enemies.
Now see, what I'd REALLY love is a game (fps, mmo, puzzle, mud, etc) that is populated by user-submitted bots only. Upload and then forbid human communication with bots while they're running. Your bot needs to adapt to the way other bots behave that season, maybe your bot even needs to be designed in a way that it can try to form alliances with other bots for common interest--I guess some kind of open spec for communication protocol within the game would be good there. Who's trustworthy, who's not, can you share information, can you trust information, and of course just basic ability at playing the game. THAT would be a serious intellectual challenge. Things like Corewars just aren't as in depth as I want.
I don't think "logic bomb" means what the submitter thinks it means (the stories don't use that term). These were trojans.
Better known as 318230.