Re: Congrats to u8t3io3p!
« Reply #20 on: January 30, 2020, 04:36:47 PM »
I really like that one because it's totally representing you.
Cheating in online games is defined as the action of pretending to comply with the rules of the game, while secretly subverting them to gain an unfair advantage over an opponent. Depending on the game, different activities constitute cheating and it is either a matter of game policy or consensus opinion as to whether a particular activity is considered to be cheating.
Cheating reportedly exists in most multiplayer online games, but it is difficult to measure. The Internet and darknets can provide players with the methodology necessary to cheat in online games, sometimes in return for a price.
You know that one really well, love to swap with alf and teaboy.
Sharing is when multiple people take turns playing as a single character — mainly in MMORPGs — to gain an advantage by spending more time per day on leveling or farming than an average player would, and consequently having higher stats or better equipment.
You know that one well too.
Game code modification
Many cheats are implemented by modifying game software, despite EULAs which forbid modification. While game software distributed in binary-only versions makes it harder to modify code, reverse engineering is possible. Also game data files can be edited separately from the main program and thereby circumvent protections implemented in software.
Thats exactly what iL is doing, he giving you hedge to hack us and not protecting us against peoples like you and let this in our own hands.
Anti-cheating methods and limitations
There are many facets of cheating in online games which make the creation of a system to stop cheating very difficult; however, game developers and third party software developers have created or are developing technologies that attempt to prevent cheating. Such countermeasures are commonly used in video games, with notable anti-cheat software being GameGuard, PunkBuster, Valve Anti-Cheat (specifically used on games on the Steam platform), and EasyAntiCheat.
Exploits of bugs are usually resolved/removed via a patch to the game; however, not all companies force the patches/updates on users, leaving the actual resolution to individual users.
This is what iL should do, but he dont.
Authoritative and mirrored server design
Generally, the better the server is at enforcing the rules, the less of a problem cheating will be in the game.
This is exactly what you need.
Spectator functionality can allow server administrators to monitor individual players and thereby determine whether or not a cheat is in place. One risk of the spectator mode is that in competitive matches the spectator could abuse the mode for spying on specific players and communicating player positions and tactics to the opposing team. Some games get around this limitation by not allowing spectator mode at all, or by delaying the video feed.
Some games have systemized player supervision by allowing the community to review reports of disruptive behavior, determine whether those reports are valid, and apply temporary bans if appropriate. Reports can include data such as screenshots, videos, and chatlogs.