I wonder if there's an optimization to be made about tolerating a minimum amount of cheating while being vociferous about the countermeasures? Along the same lines as "no such thing as bad publicity", having just enough cheating to piss off a few people and getting them to talk about it and the countermeasures seems like a great way to get free advertising and game engagement of players just curious to see who is che…
Riot Games Approach to Anti-Cheat
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Re: Riot Games Approach to Anti-Cheat
#12I feel like the industry would be better off being transparent about anti-cheat strategies and maybe even embracing open-source. Protecting "secret sauce" is basically admitting their anti-cheat are largely through obfuscation and can be defeated by knowing any details.
You obviously shouldn't rely entirely on security through obscurity, but obfuscation can absolutely be an important component of defense in depth. Especially when your attackers own the hardware.
Re: Riot Games Approach to Anti-Cheat
#13I wonder if there's an optimization to be made about tolerating a minimum amount of cheating while being vociferous about the countermeasures? Along the same lines as "no such thing as bad publicity", having just enough cheating to piss off a few people and getting them to talk about it and the countermeasures seems like a great way to get free advertising and game engagement of players just curious to see who is che…
Re: Riot Games Approach to Anti-Cheat
#14I wonder if Riot would consider building the scripting UI they show into some kind of training mode. It's a bit like the argument that no one would pirate if they content was easy to get for a reasonable price. If players could train with the spell range circles, skill shot path projection, last hit helpers, etc in a sanctioned way, I wonder how much this would remove the desire to seek out the cheating programs. Edi…
The game would probably be more vulnerable then, because now you have "cheat" scripts designed to work with the game.
> If players could train with the spell range circles, skill shot path projection, last hit helpers, etc in a sanctioned way, I wonder how much this would remove the desire to seek out the cheating programs.
People who cheat aren't trying to practice; they're trying to win games. There already exists a "practice mode" which lowers cooldowns and shows tower ranges. And it doesn't make sense to practice with cheats because it won't help you play the game without cheats very much.
Re: Riot Games Approach to Anti-Cheat
#15I feel like the industry would be better off being transparent about anti-cheat strategies and maybe even embracing open-source. Protecting "secret sauce" is basically admitting their anti-cheat are largely through obfuscation and can be defeated by knowing any details.
You can limit what state the game itself has access to, but that's just one class of attack. It won't prevent aimbots, for instance.
It's the same reason why secure DRM is so hard. If the user has root, it's not a level playing playing field for developers.
Re: Riot Games Approach to Anti-Cheat
#16Earlier quoted context omitted.
You obviously shouldn't rely entirely on security through obscurity, but obfuscation can absolutely be an important component of defense in depth. Especially when your attackers own the hardware.
Or you could design the game mechanics so that client-side cheating offers little advantage... but that would probably require doing more than ripping off a popular mod of another game.
Re: Riot Games Approach to Anti-Cheat
#17As a game developer your job then would be to write interesting enough systems for players to exploit to come up with interesting gameplay. I can imagine a scenario where different Overwatch-style "classes" emerge all built from the same basic game elements.
Re: Riot Games Approach to Anti-Cheat
#18Re: Riot Games Approach to Anti-Cheat
#19I wonder if there's an optimization to be made about tolerating a minimum amount of cheating while being vociferous about the countermeasures? Along the same lines as "no such thing as bad publicity", having just enough cheating to piss off a few people and getting them to talk about it and the countermeasures seems like a great way to get free advertising and game engagement of players just curious to see who is che…
I am skeptical that anyone has ever played a game because they were just curious to see who is cheating today.
Re: Riot Games Approach to Anti-Cheat
#20I wonder if there's an optimization to be made about tolerating a minimum amount of cheating while being vociferous about the countermeasures? Along the same lines as "no such thing as bad publicity", having just enough cheating to piss off a few people and getting them to talk about it and the countermeasures seems like a great way to get free advertising and game engagement of players just curious to see who is che…
I'm pretty sure I want to play games in which there is no cheating though.
You could do handicapping, so in an FPS rather than allowing wallhack lower players get a call from control "someone is closing on your position [from the North"]". Or new players are 'fresh' and can move faster. You need to weight it very carefully though.