The State of Cheating in Online Games 44
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."
Admining Game Servers (Score:5, Interesting)
subjectiveness in demos or screenshots (Score:5, Interesting)
Stupid game design (Score:5, Interesting)
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.
Solutions? (Score:2, Interesting)
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?
They will break in somehow... (Score:4, Interesting)
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
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.
Re:Stupid game design (Score:3, Interesting)
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.
Re:Punkbuster (Score:2, Interesting)
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.
Re:Stupid game design (Score:3, Interesting)
Its a horrible ballance between making a good looking, good playing game, and trying to protect your creation from the asshats of society.
Re:Stupid game design (Score:2, Interesting)