Riot Games Approach to Anti-Cheat
91–100 of 412 posts
Re: Riot Games Approach to Anti-Cheat
#92Earlier quoted context omitted.
I’m pretty sure their comment only really existed to dismiss LoL as a “copy of a popular mod”.
I'm merely saying that they could have avoided some of the issues if they designed a new game from scratch.
And AFAIK LoL was designed from scratch, it's Dota that actually based on the code of the WoW mod. Not that it matters today, that code is long gone.
Re: Riot Games Approach to Anti-Cheat
#93I 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…
Re: Riot Games Approach to Anti-Cheat
#94I'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…
Screeps is a game where you need to program each move: https://screeps.com/
Re: Riot Games Approach to Anti-Cheat
#95Re: Riot Games Approach to Anti-Cheat
#96Earlier quoted context omitted.
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.
Re: Riot Games Approach to Anti-Cheat
#97I 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…
They will spend a few weeks/months detecting cheaters, but do nothing.
Then, they will ban many users of a given cheat at the same time. This creates press, which helps the message of "you will be banned if you cheat" spread further than if they had immediately banned each offender.
Re: Riot Games Approach to Anti-Cheat
#98This 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…
Re: Riot Games Approach to Anti-Cheat
#99It is a very simplified comment, but behind that you can expand the topic to include many advantage a blockchain can provide during multiplayer games.
EDIT: yes it is a very unpopular topic, but deep down many of you who are developers, know that blockchain can solve many of these issues with cheater.dll
Re: Riot Games Approach to Anti-Cheat
#100I wonder, given that nowadays access to vast amounts of computing power on demand is easy, if it would be effective to generate unique builds for each and every player. Just like they already do, but tailored for each downloader. Which would get tied to an account, and to a given fingerprint.