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Videogame PUBG Bans 30,000 Cheaters, Discovers Professional Players Cheated (newsweek.com)

An anonymous reader quotes Newsweek: The makers of PUBG sent down the banhammer Thursday afternoon in a ban wave believed to iimpact more than 30,000 fraudulent player accounts. What PUBG Corp likely didn't expect, however, was that its new security measures would also implicate several of the game's pro players.

Like ban waves in most popular online games, technology is at the center of it all. In this particular case, Radar Hacking was the main target. For those unaware of how the method works, Radar Hacks reveal detailed server information and send the collected data to an external device via a third-party VPN. In layman's terms, Radar Hacks allowed PUBG cheaters to see all player positions via a second monitor or smartphone application.... Given what we know now, it appears use of this unsanctioned assistive software was somewhat popular in PUBG's European and North American esports scenes. Over the last handful of hours, multiple apologies, suspensions and explanations have been posted on behalf of players and organizations alike.

Newsweek reports that on at least one team, "Suspicions rose when teammates were admonished for not following in-game calls that didn't align with the information available."

57 of 118 comments (clear)

  1. E-sports by Cmdln+Daco · · Score: 2

    The e-sports outfits just need to team up with the professional wrestling leagues. The wrestlers can help them become better entertainers and give them many tips on developing their showmanship.

    1. Re:E-sports by magusxxx · · Score: 1

      They could also pool their resources and get their drugs at a reduced rate.

      --
      Care killed the cat, but satisfaction brought it back.
    2. Re: E-sports by DrXym · · Score: 2

      E-sports is like an anti-special Olympics - even if you win you're still a loser.

    3. Re: E-sports by BoogieChile · · Score: 1

      Yeah, I'm sure that total loser is crying into his, e.g., two and million dollars from being such a total loser last year.

    4. Re: E-sports by DrXym · · Score: 1

      Oh wow, a whole tiny handful of people have managed to profit from it. That certainly justifies all those losers wasting their entire lives in front of a screen playing computer games.

  2. Re:Bad Game Design is Bad by DaHat · · Score: 1

    I'm just learning about this exploit now, so am going to have to do some reading... though wonder if this was done as a server optimization issue where the server doesn't have to do the work of "Can Player_A see Player_B?" based on building geometry, but instead simply distance.

    Aside from that, I'm rather surprised that the traffic was so easy to sniff overall. Granted all of the traffic was UDP based... in [Current Year], is it too expensive to have some level of encryption on top of that (block based, not stream)?

  3. e-sports events needs to be local server only by Joe_Dragon · · Score: 2

    e-sports events needs to be local server only.

    So it's fair and so that internet issues don't mess up the event.

    1. Re: e-sports events needs to be local server only by JaredOfEuropa · · Score: 1

      Even then, people might still cheat. There was a nice video of a CS/Go player being caught red handed cheating in a LAN tournament. Ah, here it is

      --
      If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
    2. Re: e-sports events needs to be local server only by Monster_user · · Score: 1

      Voting with my wallet does increase the risk of losing everything I already paid for. If nobody buys from Steam, then how will I download or activate the old games I play. Steam has been around longer, and has a wider selection of games than GoG. Not all of the old games have made it to GoG, and I try not to purchase the same game twice, unless it has offline multiplayer.

      Also, my bank doesn't like GoG, so my card won't work on that site:

    3. Re: e-sports events needs to be local server only by Darinbob · · Score: 1

      Also pros should compete in designated locations, not from home and not with their own equipment. Otherwise it's unfair and encourages cheating. duh.

    4. Re: e-sports events needs to be local server only by rtb61 · · Score: 1

      E-sports is dumb. Look to win, you need to play repeatedly to the point where it would bore most people to tears, I can do it but why and why would I care if others do it. Then there is trying so hard to win, you take all the fun out of the game. So a decision, do you practice and focus so hard, you have no fun or do you take in easy, do not so well but have a lot of fun. E-sports is all bullshit and marketing hype, it has no legs, each E-sport is doomed to die, it's not like say cricket been around for a very long time and will continue in much the same format. Not at all, that particular E-Sport will only last as long until it is crushed by the next game and the marketing associated with that.

      E-sport is only viable if it sells games or computer hardware. Straight off the bat a problem, you can only sell the game once, so only suits PVP games pay to win, so they can sell micro transactions that allow you to win but that is hardly as sport, although reasonable to be another bullshit Olympic sport where the quality of the equipment defines who will win, rather than an equal playing field. You can not even run base game only at events, otherwise what are you selling, once those who will buy the game have and there is no reason to buy new hardware.

      With physical sports, there is the fitness aspect and physical challenge. Sure possibly E-Sports when you have full body haptic exo-skeltons, that the player uses to control their avatar and that responds to affects upon the avatar and moves the player because of course, you can play very intense games and the player would have to be exceedingly fit to compete, having to move that haptic feedback exo-skeleton. Reality is in E sports if you are not participating you are wasting your time, if you play enough to compete, you are wasting your time and to play enough to compete is as boring as fuck, eye bleedingly boring. Play lots of different computer games and have lots more fun, that is the reality, learning new games is much more fun than playing them, simple truth, unless of course you are looking for the social aspect, then playing anything with good friends is the most fun.

      --
      Chaos - everything, everywhere, everywhen
  4. Re:Bad Game Design is Bad by arbiter1 · · Score: 1

    Its much easier server load wise to just tell clients who is within xxx range of player. Let the clients computer hand rest. Sadly it allows for this to happen as they can see everyone within that range. Its one thing to have server do work load in games with say 12-16 players its another thing when tracking 90+ at start of matches.

  5. how can you call them a pro by arbiter1 · · Score: 1

    If a person that is a so called "pro" uses a hack to get an advantage how can still call them a pro then since they had to use a cheat to get the advantage? Too me if you use such program in online play you aren't a pro you are one lowest forms of life on earth, you are lower then likes of rats and cock roaches.

    1. Re:how can you call them a pro by Anonymous Coward · · Score: 1

      They're pro because they get money for doing it.

    2. Re:how can you call them a pro by ceoyoyo · · Score: 1

      Clearly your definition of professional is what the rest of the world uses. Pro athletes, for example, are the ones who *don't* take performance enhancing drugs.

    3. Re:how can you call them a pro by magusxxx · · Score: 1

      Bad analogy. A better one...

      Being chosen as a contestant on The Amazing Race and using a GPS device.

      --
      Care killed the cat, but satisfaction brought it back.
    4. Re:how can you call them a pro by dunkelfalke · · Score: 4, Informative

      Not really. Professional athletes are the ones that do sports for a living.

      --
      "It's such a fine line between stupid and clever" -- David St. Hubbins, Spinal Tap
    5. Re:how can you call them a pro by fazig · · Score: 1

      'Pro' primarily distinguishes those people who do their activity for monetary or other gains from 'amateurs' who do it for fun.

      As far as I see this, as soon as big money is involved (maybe only indirectly) and sportsmanship in itself becomes less important the incentive to cheat in order to gain an advantage over your opponents gets bigger as well.
      I also does not appear to be unique to video gaming. A similar phenomenon has been observable in physical sports for a long time.

    6. Re:how can you call them a pro by JustAnotherOldGuy · · Score: 1

      This is how I did it: I memorized all the answers.

      Ummm, that's not cheating. Using a written list would be cheating. Committing the list to memory isn't.

      --
      Just cruising through this digital world at 33 1/3 rpm...
    7. Re:how can you call them a pro by thegarbz · · Score: 1

      Not really. Professional athletes are the ones that do sports for a living.

      I would just woosh you but rather I'll let you know why you're being wooshed: The GP was using sarcasm to rebuke the obvious strange definition of "pro" that the OP used.

    8. Re:how can you call them a pro by dunkelfalke · · Score: 1

      Thank you. I appreciate the explanation.

      --
      "It's such a fine line between stupid and clever" -- David St. Hubbins, Spinal Tap
  6. Re:Bad Game Design is Bad by AHuxley · · Score: 1

    So games can be played around the world using low cost dev code.
    When the game knows where people "are" and will "be" lag feels less bad.
    Game play feels responsive for all no matter the ping.

    The alternative would be new servers needed in all/many nations with extra huge bandwidth costs.

    --
    Domestic spying is now "Benign Information Gathering"
  7. I was wondering about this with CS:GO by SuperKendall · · Score: 4, Interesting

    Just recently I tried a few rounds of the new Battle Royale mode of the ancient CS:GO FPS shooter.

    After you die, as you spectate you can enable "X-Ray" mode that lets you see markers for where other players are, even if out of sight - and it made me wonder if someone could log into with two systems, have the first character die off quickly, then use spectra-view to see if he was looking towards other players.

    It didn't seem like other players were doing that (no obvious reaction to x-ray information I could see when spectating) but it sure seemed like a flaw to me to broadcast all player information to anyone.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:I was wondering about this with CS:GO by Mashiki · · Score: 2

      It's called stream sniping if you're curious.

      --
      Om, nomnomnom...
    2. Re: I was wondering about this with CS:GO by Anonymous Coward · · Score: 1

      Stream sniping is for people who are playing and streaming the game as they play it, lol. Someone watching that stream live knows where the streamer is, or close to it, all the time.

      They do NOT know where everyone else is in addition to the streamer.

    3. Re:I was wondering about this with CS:GO by Anonymous Coward · · Score: 1

      No. It used to be called ghosting, now it might have a different but dumber name

    4. Re:I was wondering about this with CS:GO by thegarbz · · Score: 1

      Not sure about CS:Go but certainly CS has had the ability to not only block the spectate mode but also to significantly delay the feed during spectator mode when it's enabled.

    5. Re:I was wondering about this with CS:GO by JThundley · · Score: 1

      This is affectionately known as "LAN-hacking". The term comes from LAN parties where one player would just look at the screen of their opponent. You can do the same thing in CS over the internet. Just wait for one of your teammates to die and then have them ghost/noclip/fly around and tell their still-living teammates where the enemy is. The game has an option to make dead players' screen black for competitive matches.

    6. Re: I was wondering about this with CS:GO by Mashiki · · Score: 1

      Stream sniping is for people who are playing and streaming the game as they play it, lol. Someone watching that stream live knows where the streamer is, or close to it, all the time.

      So, the exact thing I said.

      They do NOT know where everyone else is in addition to the streamer.

      They don't? Gee those wall hacks as they used to be called sure do work still don't they.

      --
      Om, nomnomnom...
  8. Re:Not how it worked. by SuperKendall · · Score: 2

    Interesting, maybe all spectating modes should be given a one minute delayed feed to prevent that kind of info.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  9. Good design includes things not visible too by perpenso · · Score: 4, Informative

    Why is this data being broadcast to the client? It's basic game security 101 that you only send the data to the client on a need-to-know basis to prevent this kind of exploit.

    Need-to-know includes units, structures, resources, etc currently not visible. Things that a clean player would not know about yet. Due to network lag and local storage delays a server needs to inform the client of things just beyond legitimate detection so that the client can prepare to render those things smoothly should they become visible, without pause or stutter.

    So there will always be the potential for a cheater to acquire an illicit early warning regarding things that a player should not yet know about. Yes, a game should not send everything on the map. But some things local to the player should be sent. The big question/problem in design and polish is how local.

  10. PUBG explained. by Gravis+Zero · · Score: 3, Insightful

    PUBG is short for PlayerUnknown's Battlegrounds which "is a last-man-standing shooter being developed with community feedback."

    Maybe I'm just old and out of touch but I think this should have been mentioned in the summary somewhere.

    --
    Anons need not reply. Questions end with a question mark.
    1. Re:PUBG explained. by Anonymous Coward · · Score: 1

      From the title: "Videogame PUBG"

      TBH, if you're really so old and out of touch as you claim, the only thing you need to know is that it's a video game, and that's literally the first word in the title.
      I'll get off your lawn now.

  11. Re:Bad Game Design is Bad by Anaerin · · Score: 1

    Just because you can't "See" a player, doesn't mean they're undetectable. Footsteps and reloading sounds (for instance) need to be sent to the client to give the player an idea of where a hidden enemy might be, and that data can be hijacked and displayed in a visual manner to give X-Ray like abilities. And while this isn't what was happening in this case (In this case, they were using a second account, logged in through a VPN to hide the duplicate IP, and playing as a spectator, with the spectator data being relayed to an overlay on their playfield) it's another example of how difficult these things can be to detect.

  12. Re:Not how it worked. by Anaerin · · Score: 2

    This is Newsweek. Not exactly a tech-heavy publication. So rather than going into the weeds, they kept the article simple for the non technically minded.

  13. I remember back in 2002 ... by MxMatrix · · Score: 1

    ... playing pvp Dark Age of Camelot being radar ganked anytime I got into the frontiers. There were multiple windows applications that intercepted network traffic from the game client to parse the player position information in a overlayscreen or secondary monitor.

    Just why the hell pubg never acted before is bad as well. They just did not care as long dollars swamped in.

    --
    Bach says it all.
    1. Re:I remember back in 2002 ... by StormReaver · · Score: 1

      They just did not care as long dollars swamped in.

      Don't be too hard on the cheaters. They're just trying to drain the swamp.

    2. Re:I remember back in 2002 ... by Slashbob67 · · Score: 1

      Damn, 2002 - has it really been that long? I played on a top-5 pvp team on Andred/Mordred back in the day. You could always tell when a group started using radar because they'd go from getting rolled to suddenly appearing from behind or blindsiding you every fight. The clever ones toned it down enough to where it was still a consistent advantage but harder to prove. You'd think MMO companies would be better about this by now, but they're probably all busy reinventing the wheel.

  14. Happens all the time and it sucks! by MikeDataLink · · Score: 2

    I can't tell you how many times I have been sitting silently in a room with no windows in the middle of nowhere on the map only to have a team of dudes open the door and throw in grenades to kill me.

    Only way that happens is to be using a cheat device that showed my location to them on the map.

    --
    Mike @ The Geek Pub. Let's Make Stuff!
    1. Re: Happens all the time and it sucks! by Monster_user · · Score: 1

      So this is like playing four player split screen, and asking the other players not to look at your quadrant. Without the risk of accidental glances.

    2. Re:Happens all the time and it sucks! by phfpht · · Score: 1

      I'm almost more concerned that you can't recall "how many times [you've] been sitting silently in a room with no windows in the middle of no where on the map." Is, uh, is there something you find particlularly rewarding in this? :-)

    3. Re:Happens all the time and it sucks! by MikeDataLink · · Score: 1

      I'm almost more concerned that you can't
      recall "how many times [you've] been
      sitting silently in a room with no windows
      in the middle of no where on the map."

      Is, uh, is there something you find
      particlularly rewarding in this? :-)

      Yeah. It's called going to take a shit. ;-) (You can the watch the minutes before your death on the death cam)

      --
      Mike @ The Geek Pub. Let's Make Stuff!
  15. Why does the client need to know where everyone behind walls are? They had this issue literally decades ago with Quake and similar. You got a hacked driver and could see through walls. One card reseller even boasted about it as an official option briefly until blowback made them cancel it.

    It also wastes network, a bottleneck for games having truly massive fights.

    Just don't send the info. Send shooting data if it goes visible just nothing else beyond a small hysteresis for the client prediction if it looks like the other guy may pop into view.

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    1. Re: Why? by Chewbacon · · Score: 1

      PUBG is learning why you never trust the client. Sony learned it a while back.

      --
      Chewbacon
      The Bible is like Wikipedia: written by a bunch of people and verifiable by questionable sources.
    2. Re:Why? by thegarbz · · Score: 1

      Why does the client need to know where everyone behind walls are?

      Firstly, define a wall. In these days of transparent walls (we could call them windows), and destructible objects, what alternative do you propose? The server keeping tabs on the rendering viewport of every client would use bandwidth and processing power which would quickly cripple a typical network game which is precisely why basically every game is aware of objects behind walls. What about reflections? This is just beyond theoretical at this point but Battlefield V has already demonstrated that characters need to be rendered who are obscured by solid objects (this recently started a conversation if ray tracing should be banned in professional contests until it's ubiquitous).

      That's just the viewport. What about the lag? In order to have something even remotely approaching a usable experience the client needs to know when something is *going* to move into its viewport. If you wait for the server, then you end up with an absolute disaster of a network code with characters lagging out or suddenly appearing in viewports rather than coming around corners smoothly. A lot of this is offloaded to the client simply to keep the network running, and for it to work smoothly the client needs advanced notice. You say it "wastes network" but it literally does the opposite by making the game usable using as few network resources as possible.

    3. Re: Why? by thegarbz · · Score: 1

      Except you have to trust the client in a considerable amount of scenarios. Everyone has learnt this, and yet the client must be trusted at least with the rendering parameters. If you offload the computation of this onto the server you're screwed. You'd need to track viewports, object transparency, the level of destruction of your environment, god forbid you just released Battlefield V, then you'd need to take into account client raytracing too.

      The client has legitimate reason to need to know what is behind a wall, because otherwise the network and the server would come to a grinding halt.

    4. Re:Why? by jittles · · Score: 1

      That's just the viewport. What about the lag?

      Ohhh the "what about lag" argument ruins online play for so many games. Where you can basically cripple your own network connection by streaming a bunch of netflix videos or youtube videos on another machine so that you teleport around on everyone else's screen and they pause on your screen while you headshot them. I am sorry but if you're more than about 100ms behind everyone else in this day and age then there should be no compensation for your lag. In PUBG you can watch kill cams where people aren't even aiming remotely close to where you are, where they are shooting behind you and kill you because of lag compensation. It's the best when someone kills you while you're driving perpendicular to them at 120km/h and you watch the kill cam and they're shooting an easy 50m behind you.

    5. Re:Why? by thegarbz · · Score: 1

      I am sorry but if you're more than about 100ms behind everyone else in this day and age then there should be no compensation for your lag.

      No one said anything about compensation for a poor connection. You don't need to have a poor connection for a crap netcode to utterly ruin a a multiplayer game.

  16. WTF? by thomst · · Score: 1

    TFS quotes Newsweek's Christopher Grough facepalmingly:

    The makers of PUBG sent down the banhammer Thursday afternoon ...

    <rant>

    In today's version of journalism, apparently it's idiots mangling idioms all the way down. We've got "on the wrong tact" nitwits, some random, even number of "sheets to the wind" lunkheads, and now what I'd guess is a recently-graduated journo major who seems eager to add "send down the (varietal)hammer" to the list.

    In terms of visiting discipline or punishment on people or organizations, hammers are never "sent down." Ever. They can be brought down. They can be dropped. But, unless they're intended as a gift to be used by the recipient, rather than wielded by an authority against their target, they're never merely "sent," because that would be stupid. And ineffective, at best.

    "Hey, you! You've been cheating! Here's a hammer, for you to use as you wish. That should teach you ... !"

    </rant>

    --
    Check out my novel.
  17. Shocking by JustAnotherOldGuy · · Score: 2

    "I am shocked—shocked—to find that gambling is going on in here!" -Captain Louis Renault

    Seriously, I'm not even into gaming and I saw this coming from about 500 million miles away.

    Offer anything of value -money, fame, notoriety, prizes- and people will cheat. Hell, some people will cheat just because they can, no incentive needed.

    --
    Just cruising through this digital world at 33 1/3 rpm...
  18. Re:Not how it worked. by thegarbz · · Score: 2

    Interesting, maybe all spectating modes should be given a one minute delayed feed to prevent that kind of info.

    The half-life engine had this very option back in 1998.

  19. Stuff like this is why... by Solandri · · Score: 1

    Stuff like this is why I think games as a stream have a future. Where your game's graphics are rendered by the server, then transmitted to you as a video stream (like a movie). The lag sucks, the graphics aren't as crisp (due to having been compressed), and you need a good (fast and stable) Internet connection. But cheaters are why we can't have good things.

  20. Re:Bad Game Design is Bad by Darinbob · · Score: 2

    Another reason not to have e-sports, it's just not a very mature industry. What if balls suddenly deflated during a game. Oh wait...

    But seriously, like normal sports, e-sports should uphold a certain set of standards. Be independent of the game publishers, create a strict set of standards for equipment, and so on. If PUBG has problems then remove PUBG from the competition.

    Right now this is much closer to entertainment than to sports.

  21. Re:Players must be INCREDIBLE at PUBG by Chewbacon · · Score: 1

    It's a great game being developed by an overwhelmed company. These issues? Price you pay for it's indie flair and not being like Call of Duty or Fortnite. It's gotten better and is very enjoyable.

    --
    Chewbacon
    The Bible is like Wikipedia: written by a bunch of people and verifiable by questionable sources.
  22. Bigger problem than they think. by McFortner · · Score: 1

    And not just PUBG, but most multiplayer online games, period. Pick any multiplayer game and type in it's name followed by "cheats" and/or "hacks" and see how many sites come up. Hell, a lot of them are companies MAKING and SELLING the hacks. It's big business now. I get into arguments on the Overwatch official message board over how much cheating there is going on, only to get told "git gud". I'm not sure if it's because too many people have their heads in the sand over the scope, they just want to troll, and/or they are part of the problem themselves.

    And let's not forget that the game makers don't mind because every time they ban an account, the cheater just buys another one, thus increasing their revenue stream. It's getting to where I don't even want to play against humans anymore.

    --
    Beware of Sales Reps bearing gifts.
  23. Re:Bad Game Design is Bad by ProzacPatient · · Score: 1

    Why is this data being broadcast to the client? It's basic game security 101 that you only send the data to the client on a need-to-know basis to prevent this kind of exploit.

    It is because PUBG uses a peer-to-peer networking as opposed to a client-server architecture. It seems a lot of games these days use peer-to-peer which is rather unfortunate as there is no central authority (the server) so clients pretty much know everything about the game world and they can send whatever they want to other clients no matter how bizarre.

  24. Re:Bad Game Design is Bad by JoeDuncan · · Score: 1
    LOL

    Google: "frustum" and enlighten yourself. The graphics engine needs to know the players perspective to decide what to render; that means the rendering engine and graphics card need to know about all entities the player could *possibly* see, in order to decide which ones to render on screen.

    This is how "wall hacks" for online games work, by hacking the graphics card to display "non-visible" entities that it has data for.