>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…
Riot Games Approach to Anti-Cheat
51–60 of 412 posts
Re: Riot Games Approach to Anti-Cheat
#52Earlier 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
#53I'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
#54>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
#55I'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…
> The game was eventually indefinitely postponed because Persson found several creative blocks, citing the main problem as "it not being very fun to play".
Re: Riot Games Approach to Anti-Cheat
#56Earlier quoted context omitted.
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.
> Or you could design the game mechanics so that client-side cheating offers little advantage Not possible in any sort of real-time game that involves reacting quickly to what your opponent does, or a game where user input precision is paramount. I mean, that idea basically eliminates all first-person shooters, where aimbots run rampant.
Indeed, mechanics that reward mechanical skill are more susceptible to abuse.
From the article:
> For example, some common techniques we see include helping players dodge skillshots, zoom out farther than they normally could, or perform perfectly executed combos to smash their opponents’ faces.
Scripting perfect combos can be mitigated by introducing more delay (i.e. backswing after using abilities/attacking), zooming out by giving the client less information about the game state. I can't think of anything that helps with dodging and skillshots.
Re: Riot Games Approach to Anti-Cheat
#57Great write-up. I'm my job we spend a lot of time dealing with hackers and cheats for our mobile and PC games. We tend to see similar exploits across all our games (memory hacking, fake IAPs, etc) which lets us build an armoury of anti-cheat tools. What I find most interesting is where hackers don't focus their attention. It took almost 4 years for them realise the encryption key for our assets was easily accessible…
Re: Riot Games Approach to Anti-Cheat
#58>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
#59>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…
Additionally, it's non-trivial logic to determine what "needs" to be shared: eg, what do you do with a champ that's outside vision but using an ability that enters your vision? There are important and difficult design, architectural and logic decisions to be made at every level from the game data models to the server-side simulations to the clients handling of it.
Re: Riot Games Approach to Anti-Cheat
#60I'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…