I'd love to see a game where cheating and scripting is the primary means of gameplay. By default the game would present a very simple UI but players would be encouraged to write and share scripts enabling varying levels and types of functionality. As 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 d…
Riot Games Approach to Anti-Cheat
41–50 of 412 posts
Re: Riot Games Approach to Anti-Cheat
#42I 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
#43Re: Riot Games Approach to Anti-Cheat
#44I 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…
For a rough example of how the math works, let's say we have a game that is 5v5. If we have 100 players, 1 player cheating, and everyone plays once you end up with 9 players having their game ruined. That's 9% of players impacted by having 1% of the players cheating.
Re: Riot Games Approach to Anti-Cheat
#45I got into developing by modding doom with a hex editor. Giving my SimCity virtually unlimited money. Cheating in a video game is fun and standard practice in my opinion.
Re: Riot Games Approach to Anti-Cheat
#46I 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…
> I wonder if Riot would consider building the scripting UI they show into some kind of training mode. 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 p…
That's possible. For example, World of Warships is a game where you fire big ship-mounted guns and must learn to take shell travel time and target relative velocity into account to hit moving targets. There used to be a cheat which did those calculations for you and showed you a reticle you could aim at instead. IIRC this cheat relied on code that existed within the game already and was just not used.
Re: Riot Games Approach to Anti-Cheat
#47I 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.
But anti-cheat is largely obfuscation. Unless the host system is locked down (i.e. game consoles, systems with TPM-based verified boot), any state the game has access to is also going to be accessible to attackers. 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…
Re: Riot Games Approach to Anti-Cheat
#48I'd love to see a game where cheating and scripting is the primary means of gameplay. By default the game would present a very simple UI but players would be encouraged to write and share scripts enabling varying levels and types of functionality. As 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 d…
Re: Riot Games Approach to Anti-Cheat
#49>We don’t share the state of other players if it doesn’t need to be shared, so we can avoid common cheats like “map hacks” (revealing all players on the map). >We let the server’s game simulation make the authoritative game decisions and generally don’t trust the information received from the client, which helps prevent common cheats like “god mode” and “disconnect hacks,” barring any overlooked exploits. >Our networ…
Re: Riot Games Approach to Anti-Cheat
#50Earlier quoted context omitted.
That seems like a good "wonder", definitely not deserving of downvotes. 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.
Yeah the downvote has become the "disagree" button sadly. I remember playing GTA-V on PS3 and early on people figured out some sort of (seemingly) underflow attack where they got billions of in-game cash, traded and gave it away, and were eventually wrangled in by the mods. I wasn't harmed by this, I thought it was ingenious of whoever found it, and got a good chuckle at the moral judgements the pregame messages disp…
For another example, somebody yesterday suggested that Amazon intentionally broke their website on Prime Day for the publicity. I downvoted that too. I do disagree, but more than that, I just don't think they add anything.