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Old 2011-09-24, 03:52 AM   [Ignore Me] #31
Traak
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Re: Cheat-catching parameters


Originally Posted by IDukeNukeml View Post
Here is a radical idea.... use encryption based on the client installed.. the same way they use cd keys.... it causes nearly ZERO latency, and it will send out one byte of information differently for each user.... this will stop all packet whoring and no cheat engine program could work ever.... each person would have to cheat on their own...... now add your incremental encryption.. we have a win.
Elaborate, please.
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Old 2011-09-24, 05:25 AM   [Ignore Me] #32
NapalmEnima
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Re: Cheat-catching parameters


Originally Posted by IDukeNukeml View Post
Here is a radical idea.... use encryption based on the client installed.. the same way they use cd keys.... it causes nearly ZERO latency, and it will send out one byte of information differently for each user.... this will stop all packet whoring and no cheat engine program could work ever.... each person would have to cheat on their own...... now add your incremental encryption.. we have a win.
A: There's always a way to cheat. If you control the computer doing the encryption, you can (given enough time and effort) make it decrypt whatever it encrypted. You simply CANNOT trust the client in a client server game.

Which is why client side hit detection is so flawed. OTOH, I understand why they did it... detecting a hit requires a fair bit of math. No big deal for each machine to handle their own processor-speed wise, but trying to do it all on the server would require some major computing horsepower.

B: even if someone can't change packets, being able to see them often opens up various cheat possibilities. Knowing things you shouldn't... the positions of all the enemies within 50 meters of you, that sort of thing.
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