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Riot Games Approach to Anti-Cheat

engineering.riotgames.com

91–100 of 412 posts

Re: Riot Games Approach to Anti-Cheat

#92

Earlier 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.

These problems are inherent to nature of being in the real-time PvP genre.

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

#93
post #2

I 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…

Dota has this as well.

Re: Riot Games Approach to Anti-Cheat

#94
post #48

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…

Screeps is a game where you need to program each move: https://screeps.com/

It's a fun game! :)

Re: Riot Games Approach to Anti-Cheat

#95
Does it hinder Linux gamers who are using Wine? A lot of such anti-cheats can't figure out when Wine is used and ban Linux users. Some also ban custom D3D implementations like DXVK even if they are really correctly implementing the API.

Re: Riot Games Approach to Anti-Cheat

#96

Earlier 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.

You'd probably need at least some so that you don't lag every time the fog changes.

Re: Riot Games Approach to Anti-Cheat

#97

I 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…

Blizzard is famous for a variation of this.

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

#98
post #3

This 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…

Because they all do the same so there is no need to share that. Riot is a recent studio, other studios have been doing that for years. As for transparent approach I'm not sure what you're referring to, players don't need to know that kind of things, there is no benefit sharing that to the public.

Re: Riot Games Approach to Anti-Cheat

#99
Use blockchain.

It 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

#100

I 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.

What problem would that solve?
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