The best way to prevent cheating is by streaming games. Game streaming services are the future of multiplayer games. Edit: I mean cloud gaming like OnLive, not Twitch.
Not worth the latency cost IMO. They're fine for single player.
Riot Games Approach to Anti-Cheat
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Re: Riot Games Approach to Anti-Cheat
#212You may still have to ban them from certain elements of your game, like player economies (auction house, etc). But the more legitimate their experience looks the better.
The idea is that instead of fully banning them and triggering the next iteration of the arms race, you trap and release them into a competitive arena for cheaters. It's actually fun for them to compete with each other at who can cheat the hardest and no one else gets hurt. We hooked them up with a community rep. They found bugs and generally improved our security. Everyone won.
There's no way to win with an adversarial approach to cheating IMO, not when you let the client run on their machine
Re: Riot Games Approach to Anti-Cheat
#213The best way to prevent cheating is by streaming games. Game streaming services are the future of multiplayer games. Edit: I mean cloud gaming like OnLive, not Twitch.
I don't follow, how does streaming prevent cheating? Why would cheaters stream their own games?
Re: Riot Games Approach to Anti-Cheat
#214Earlier quoted context omitted.
Videogame cheat developer here (although, not for the game mentioned in the article) -- The mentality of game companies is if the 'evidence' of the anti-cheat flag is made accessible to users, cheat devs will use the same evidence to overcome the existing detections in place. The oft-used 'arms race' analogy for this would be like sending blueprints of your newly-fabricated weapons to the adversary.
I've always been curious about this, do you get paid, and if so how?
The fact is 99 out of 100 banned users were actually banned for good reason and are lying about not cheating. Half of those will also dmit to cheating but beg for forgiveness as if they aren't quite literally destroying the game and everyone's enjoyment of it. That less than 1 percent that is truly innocent is nearly impossible to service because of all the noise.
Re: Riot Games Approach to Anti-Cheat
#215The best way to prevent cheating is by streaming games. Game streaming services are the future of multiplayer games. Edit: I mean cloud gaming like OnLive, not Twitch.
Aren't there massive video latency issues with this? People spend tons of money to get the absolute best frame rates and monitor response times, I can't imagine hardcore gamers wanting to have tens of ms additional latency in their gaming.
Re: Riot Games Approach to Anti-Cheat
#216The best way to prevent cheating is by streaming games. Game streaming services are the future of multiplayer games. Edit: I mean cloud gaming like OnLive, not Twitch.
I totally see how streaming - and letting everybody be able to see your stream - would help the cause, but the sheer amount of players make this method quite ineffective. Yes, if it's one individual making good money off it; No, if it's pesky script kiddies ruining the game expierence.... I would think.
Re: Riot Games Approach to Anti-Cheat
#217Earlier quoted context omitted.
That would assume the server is sharing the knowledge of other players through the fog of war.
You'd probably need at least some so that you don't lag every time the fog changes.
Re: Riot Games Approach to Anti-Cheat
#218Earlier quoted context omitted.
Videogame cheat developer here (although, not for the game mentioned in the article) -- The mentality of game companies is if the 'evidence' of the anti-cheat flag is made accessible to users, cheat devs will use the same evidence to overcome the existing detections in place. The oft-used 'arms race' analogy for this would be like sending blueprints of your newly-fabricated weapons to the adversary.
I've always been curious about this, do you get paid, and if so how?
Re: Riot Games Approach to Anti-Cheat
#219Thereby allowing them to develop IP space reputation lists that contain the relative likelihood of bots/scripts being run (sort of like SMTP spam RBLs, but not an all-or-nothing, more of a weighted distributed reputation scale).
There is also a league of legends mobile android/iOS app. If you set it up to require location permission, they could begin to correlate the physical location of cheaters with their specific IP block. For example if somebody is at home on their wifi, their phone is connected to their home router, and their desktop PC with a cheat script are all going outbound to the internet through the same NAT, and coming from the same /32 (in ipv4) address.
I'm willing to bet that if plotted on a map you could develop hotspots. Of course they would also match the density of players in general. But perhaps certain trends could be identified.
Re: Riot Games Approach to Anti-Cheat
#220This is a great technical breakdown of some modern high level approaches to common cheats. I think this the most transparent approach (even though the author admits leaving some detail out) to modern anti-cheat for massive multiplayer games. Good on riot for having an open dialogue about this. I don't think you'd ever see someone like Valve going a transparent route with something like this. (Not making a judgement o…
Fair context: I make cheats/utilities this exact game being talked about in this article, so perhaps my opinion on the subject is biased or even invalid. I partially disagree about the transparency of this article, while they do explain most of their approach to anti-cheat (and that is pretty cool for them to do), they seem to leave out any mention of anything that could be controversial. It suppose that it does make…
Probably because the person writing these anti-cheating facilities isn't as aware of how to implement these on macOS.