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2011-09-17, 03:25 PM | [Ignore Me] #1 | ||
Colonel
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Some cheat-catching ideas
Kills per second. A person with weapon "A" can not likely be expected to make more than a certain number of kills per second. An OS will have the highest, I suspect, and a knife the lowest. By automatically flagging for observation any player getting a too-high kills per second with any given weapon, they could help catch some cheaters. Similarly, TTK: A person with a knife shouldn't be consistently making kills with a 0.01 second TTK, for example. ROF: Simple to monitor ROF and automatically flag ROF cheaters. Physical speed: a REXo should not be capable of more than a certain level of speed, for example. Automatic flagging of players who are showing more speed than possible would narrow down the field of who to look at also. Kill/death ratio. A player who scores above a certain number of kills in any given life, or who tried to thwart this by suiciding after a certain number of kills, can be automatically flagged for observation. Enabling the devs to see the game as if at your screen, live. This will enable them to observer first-hand if you are cheating. An alternative is to take timed screenshots that can be looked at to ascertain if someone is reloading, getting too much health or armor, or what have you. Ping, lag, and packetloss: Code can be included that can automatically or manually tests a player's connection to see if their telecom metrics are in line with reality. A player who doesn't seem to "lose" packets unless they are "damage" packets can be automatically flagged for observation. Letting the player know they are being monitored: If a player's K/D ratio goes from 100/1 to 1/200 when they know they are being monitored, they could have cheats suddenly disabled. No one gets THAT much worse when they know they are being watched. Litigation: Sue the pants off of sites that hook you up with cheats. Devs ACTUALLY PLAYING THE GAME! Directly playing against the suspected cheater: If a dev, who has zero ping and zero lag is soundly defeated over and over by someone, this will be suspicious, and worthy of examination. Enabling software to examine game files, on the fly, to check for tampering. If you somehow disable that, like refusing a breathalyzer, you're presumed guilty. Encrypting the files would be one way to mitigate game file tampering. Releasing a newly patched batch of encrypted game files each week or month could DRASTICALLY decrease the amount of cheating. Not many hack sellers will spend the money on the supercomputers necessary to decrypt the game files on a weekly basis. This makes the selling of cheats unprofitable, because they will only work for a week before the seller has to gear up the supercomputer to brute-force decrypt the latest batch of game files. Each batch of game files would also be coded to one computer only, so that person's computer could only use that person's computer. Unique identifiers would not be hard to do, and would make hacking that much more difficult. And, the best weapon of all: Devs who despise cheating to the depths of their souls, and who are assigned to eliminate it from the game. Last edited by Traak; 2011-09-17 at 03:27 PM. |
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