Excellent write up and solution. Cheating in video games makes for a wretched experience for those who don't cheat. It's crazy how rampant cheating in multiplayer games, especially competitive ones has gotten. Ten years ago, I thought it was at an extreme, but it's only gone up since then. Part of the problem is that for some software developers, writing cheats brings in a massive amount of money. So instead of some…
I think a better question here is: why is game code so exploitable? A: laziness and cost. It just doesn’t matter the same way that baking code matters, I guess. So they toss on some cheap anti cheat instead of architecting it safely (expensively.)
We outsmarted CSGO cheaters with IdentityLogger
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Re: We outsmarted CSGO cheaters with IdentityLogger
#72This isn't about stopping cheaters (cheat detection). This is about stopping repeat cheaters trying to ban evade. Detecting cheats, especially nowadays with hardware cheats (DMA, etc), is an entirely different ballgame. IMHO, one of the most effective way to stop ban evaders is to actually charge money for the game.
At the time of the events in the blog, CS:GO was NOT free, and yet there were still cheaters that apparently had access to 80+ accounts.
Re: We outsmarted CSGO cheaters with IdentityLogger
#73This isn't about stopping cheaters (cheat detection). This is about stopping repeat cheaters trying to ban evade. Detecting cheats, especially nowadays with hardware cheats (DMA, etc), is an entirely different ballgame. IMHO, one of the most effective way to stop ban evaders is to actually charge money for the game.
Re: We outsmarted CSGO cheaters with IdentityLogger
#74Earlier quoted context omitted.
This still leaves you wide open to cheaters using mobile data tethering and proxies. Have you considered more advanced network analysis? It's one of the areas I have an interest in (professionally and personally) so if you want any suggestions let me know.
> This still leaves you wide open to cheaters using mobile data tethering and proxies Is latency going to be good enough on mobile data (especially if they're also using proxies) for a FPS, though? Sure, they're using cheating software, but I wouldn't be surprised if the software gets the information it needs to cheat too late often enough for it to be useful.
Even for non-obvious use-cases, it's hard to beat the advantage provided by knowing the position of players.
On my own hotspot, I have less than 30ms of latency.
Re: We outsmarted CSGO cheaters with IdentityLogger
#75Earlier quoted context omitted.
I think a better question here is: why is game code so exploitable? A: laziness and cost. It just doesn’t matter the same way that baking code matters, I guess. So they toss on some cheap anti cheat instead of architecting it safely (expensively.)
It’s not that simple. Some games aren’t able to prevent cheating. The client has the data on where the enemies on their screen are. The cheat only needs to move the mouse and click on the enemies heads. Other games like MMORPGs involve the cheat just playing the game and farming on behalf of the player. It just becomes a cat and mouse game where the anti cheat is trying to detect something hooking into the game proce…
From a player perspective that's not cheating, that's running a bot. It's automation of a routine grind - which is typically designed to make players hate it and spend money instead. Automating boring stuff is simply natural.
For pay-to-win games it's effectively a balancing system, a pushback against player-hostile mechanics. Not unlike an adblocker on the web.
That's strictly in context of MMORPG genre, of course.
Re: We outsmarted CSGO cheaters with IdentityLogger
#76I think even more infuriating than blatant hacking is this epidemic of "micro cheating" for lack of a better way to put it that I've seen prevalent in some games that just boost some stats or reactions by amounts large enough to help the cheater but low enough where new or inexperienced players have absolutely no way of telling if someone is cheating or genuinely good especially in games with high skill ceilings. At least when it's blatant you can leave without time wasted but when they're doing it subtly you end up getting tilted and spending the whole match with a bad taste in your mouth second guessing if someone is actually playing fair or not. Chivalry 2 is a really bad offender for this, once you notice it you can't unnotice it anymore, almost every match will have at least one guy with his swing/move speed adjusted by ~10% and in a game where swing manipulation is a legitimate mechanic it can be borderline impossible to catch someone out on it unless you're really paying attention.
Re: We outsmarted CSGO cheaters with IdentityLogger
#77For UT2004, you can ban by player GUID (a hash of the CD key) or IP. With the game abandoned by Epic, a number of key generators have cropped up, which makes GUID bans useless. IP bans only go so far with VPNs costing $2 these days. The main solutions we have today are IP ban + VPN blocking using a database of known VPN subnets and adding them all to the firewall, and a similar fingerprinting technique which scans th…
This still leaves you wide open to cheaters using mobile data tethering and proxies. Have you considered more advanced network analysis? It's one of the areas I have an interest in (professionally and personally) so if you want any suggestions let me know.
Regular IPs can post freely
VPN or mobile IPs (blacklisted) must pay for a key ($20/year) that allows posting from blacklisted IPs. Key is good for posting from one blacklisted IP, locked for 30 minutes, so users cannot share keys. That way, you can ban the user by their key, if their IP is public.
It's not a perfect solution but it seems to be the best they've found for such a situation so far.
Re: We outsmarted CSGO cheaters with IdentityLogger
#78This isn't about stopping cheaters (cheat detection). This is about stopping repeat cheaters trying to ban evade. Detecting cheats, especially nowadays with hardware cheats (DMA, etc), is an entirely different ballgame. IMHO, one of the most effective way to stop ban evaders is to actually charge money for the game.
At the time of the events in the blog, CS:GO was NOT free, and yet there were still cheaters that apparently had access to 80+ accounts.
I'll take a ~99% cheat-free experience over not having any improvement at all.
Re: We outsmarted CSGO cheaters with IdentityLogger
#79Re: We outsmarted CSGO cheaters with IdentityLogger
#80> If a player joins with a different Steam ID but with an IP address that is already banned, the system now re-bans them This works great until you realize you're punishing innocent players because of CGNAT and IP addresses getting rotated. Cheaters usually know how to get their router to request a new IP address. That IP address then gets assigned to someone else later.
They addressed this in the section entitled "Problematic cases of IP address fingerprinting"
I remember this being hilarious when idiots would ip ban me back on the IRC days: "oh no, I have to press the reconnect button!"