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Riot Games Approach to Anti-Cheat

engineering.riotgames.com

81–90 of 412 posts

Re: Riot Games Approach to Anti-Cheat

#81

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?

And even in strategy/RTS games, I can imagine a client side rendering hack that removes the fog of war for instance.

Re: Riot Games Approach to Anti-Cheat

#82

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…

https://technomancy.itch.io/bussard is a game about UI-building over low-level spaceship controls/sensors

Re: Riot Games Approach to Anti-Cheat

#83
post #34
post #25

Earlier 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...

I mean, all HDCP is broken AFAIK.

Re: Riot Games Approach to Anti-Cheat

#85
post #29

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…

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…

As with any tool, it depends on the person using the tool.

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

#86

Earlier 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…

So basically the same reasons real warships developed rangekeepers resulted in a game targeting computer? :)

Re: Riot Games Approach to Anti-Cheat

#87
post #29

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…

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…

Which is why I pitched a modular Foss launcher/market to the Depart of Education for a 3d virtual training simulation grant. I never heard back from them...

Re: Riot Games Approach to Anti-Cheat

#88

Earlier 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.

How is it different than today? The game is slightly cheatable (scripters exist) and they are counterating it and getting some publicity out of it.

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

#90

Earlier 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.

That would assume the server is sharing the knowledge of other players through the fog of war.
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