Earlier 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.
Aside from strategy/RTS games, I'm not sure if thats even possible? How does is ripping off a popular mod relevant here?
Riot Games Approach to Anti-Cheat
81–90 of 412 posts
Re: Riot Games Approach to Anti-Cheat
#82I'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
#83Earlier quoted context omitted.
Given the state of toolkits like OpenCV one might even imagine an aimbot which scans the HDMI output or a webcam picture taken from your screen and does aiming or grinding!
See: https://en.wikipedia.org/wiki/High-bandwidth_Digital_Content...
Re: Riot Games Approach to Anti-Cheat
#84Re: Riot Games Approach to Anti-Cheat
#85I'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…
Seems like this would devolve into a market for add-ons for your game. Let's assume that this game becomes popular. I'd claim that then most players would passively consume the leading open source solution(s), which are likely to outperform whatever any one person can do working in secret (or just tweaking the leading open source solutions). Software is copyable -- I don't think you can give a mechanical advantage to…
Just because someone gave you a sword doesn't make you a swordmaster. You might kill somebody, but a real master of the tool, maybe even the inventor, is much more capable.
Someone who knows some piece of software knows when, where and under what circumstances it aids the most.
Re: Riot Games Approach to Anti-Cheat
#86Earlier quoted context omitted.
> 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…
>The game would probably be more vulnerable then, because now you have "cheat" scripts designed to work with the game. 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…
Re: Riot Games Approach to Anti-Cheat
#87I'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…
Seems like this would devolve into a market for add-ons for your game. Let's assume that this game becomes popular. I'd claim that then most players would passively consume the leading open source solution(s), which are likely to outperform whatever any one person can do working in secret (or just tweaking the leading open source solutions). Software is copyable -- I don't think you can give a mechanical advantage to…
Re: Riot Games Approach to Anti-Cheat
#88Earlier quoted context omitted.
You won't find any companies with competitive online games that turn a blind eye to cheating. If you consider a game with a cheater as being ruined for the other players, a very small number of cheaters can ruin games for a large portion of the players. 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…
I'm not suggesting they tolerate it completely. Just that they make the game slightly "cheatable" then counteract it enough for there to be a known controversy.
Being so good at anti-cheat that there is nothing to talk about seems like something so far away it's not worth thinking about.
But that said, I doubt the gains from allow "controversy" around cheating would outweigh the benefit of not having any cheating in the game. Not having cheaters is it's own talking point. Withing the competitive gaming community, cheating is already a major talking point and having little to no cheating is already a major selling feature.
Re: Riot Games Approach to Anti-Cheat
#89Guess no LoL for me anymore.
Re: Riot Games Approach to Anti-Cheat
#90Earlier quoted context omitted.
Aside from strategy/RTS games, I'm not sure if thats even possible? How does is ripping off a popular mod relevant here?
And even in strategy/RTS games, I can imagine a client side rendering hack that removes the fog of war for instance.