Games /r/Games Daily Discussion - Remakes, Remasters and Ports |
- /r/Games Daily Discussion - Remakes, Remasters and Ports
- HTC announces the VIVE PRO
- One Player's 21,000 Hole Quest to Beat the Seemingly Endless 'Desert Golf'. - After four years of patience, somewhere between 300 and 400 hours of persistence, and help from the designer of the game, Yagnow has finally achieved his goal.
- Devil May Cry HD Collection Information and New Screenshots
- Dragon Ball FighterZ open beta roster announced
- Rabi-Ribi is coming to the Nintendo Switch
- That Steam UI update is still happening
- Playstation 4 has sold through 73.6 Million units, 5.9 Million units during the holiday season
- “The least-worst idea we had”—The creation of the Age of Empires empire
- Dragon Ball FighterZ open beta playable stages and modes revealed in addition to times and characters
- The truth of online game cheating
- Big updates are coming to Assassin’s Creed Origins this month
- The Tomb Kings bring crazy new units and crafting to Total War: Warhammer 2
- How Games Use Feedback Loops | Game Maker’s Toolkit
- Facebook says China's Xiaomi will make Oculus Go hardware and a similar VR headset for China
- Hackers are stealing Second Life's player-made lootboxes and selling them for profit
- Storylab productions is working on a new Xbox console exclusive IP with The Coalition Studios, developers of Gears of War 4.
- Civilization VI: Rise and Fall – First Look: Georgia
- Hands-on: "The Vive Pro and Wireless Adaptor are important steps forward for VR"
/r/Games Daily Discussion - Remakes, Remasters and Ports Posted: 08 Jan 2018 08:32 AM PST With a number of titles due for re-releases this year (Shadow of the Colossus, Bayonetta (again), Devil May Cry, etc.), let's have an open-ended discussion about remakes, remasters and ports.
[link] [comments] |
Posted: 08 Jan 2018 01:40 PM PST |
Posted: 09 Jan 2018 05:38 AM PST |
Devil May Cry HD Collection Information and New Screenshots Posted: 09 Jan 2018 04:45 AM PST |
Dragon Ball FighterZ open beta roster announced Posted: 09 Jan 2018 01:38 AM PST |
Rabi-Ribi is coming to the Nintendo Switch Posted: 08 Jan 2018 08:50 PM PST |
That Steam UI update is still happening Posted: 08 Jan 2018 03:49 PM PST |
Playstation 4 has sold through 73.6 Million units, 5.9 Million units during the holiday season Posted: 08 Jan 2018 05:21 PM PST |
“The least-worst idea we had”—The creation of the Age of Empires empire Posted: 09 Jan 2018 01:44 AM PST |
Posted: 09 Jan 2018 06:55 AM PST |
The truth of online game cheating Posted: 08 Jan 2018 10:54 AM PST I am a full time software developer and been an overall computer geek since forever. I have also developed several different types of cheats (trainers, aimbots, walls, whatever). No, I don't cheat in online games (I am highly competitive and I think cheating ruins online games and is pathetic). I create 'cheats' for the sake of being a better programmer. I have extensively researched how cheats are programmed and how anti cheat system works -- to some extent I have some merit to speak of this. With that being said, I am here to dispel false information out there about cheating and hacking in general. This information applies to any game. When I get into conversations with people about cheats/hacks, it seems many people are misinformed. They seem to not understand the severity of cheating, as well as the massive, almost impossible vertical incline anti-cheat needs to climb to ever be on par with actually stopping cheaters -- I am here to tell you about the unfortunate truth and how cheating will always be here to stay. The main thing to understand here is how anti-cheat works. When you understand this, it becomes clear how cheating is impossible to get rid of. Anti cheat works in 3 main ways. 1. Signature detection - The detect of certain patterns of bytes in memory, checked against a database 2. Heuristic analysis - Behavior and stat analysis (is this player suddenly winning every game with 10/1 KD, all headshots etc) 3. User reports 1. Signature detection This is the primary method in which anti cheat functions and cheats are detected. And its the main reason why cheating is is prevalent and can't be stopped. This works very similar to anti-virus. Let me explain a typical cycle.
This is almost exactly how anti virus works. The virus is let out into the world, its eventually detected. The rouge code is contained, analyzed and entered into a database. When this signature is detected, the anti virus software quarantines that file. The cycle continues. But here is where things fall down for anti-cheat, specifically step #3. Lets assume a cheater is caught and banned - great, but how is it possible to stop other people from using the same cheat? Well, anti cheat needs to have the signature of the cheat (exactly how antivirus is working). But think about how incredibly difficult that information is to get, its not like they have the 'file' just sitting there. One of the only ways to actually get the signature is from a memory dump from that users computer, good luck getting that! Even then with that dump, its incredibly challenging to sort thru and actually get a signature. You need to be qualified and know your stuff. Not only that, but even after expelling a ton of resources to fish out a signature and enter into a database, its incredibly easy to modify the code and create another variant of the cheat (junk code, function changes, etc) that masks the signature into a new one. This is an uphill battle and frankly cannot be solved. Okay, so lets spitball here for a bit and think of some other ways anti cheat can get signatures. Well, for one, they could just scour the web and download any public cheats they can find off sketchy Russian/Chinese sites and ban those signatures -- cool, this gets rid of bunch cheating script kiddies and other people who cant code, probably ~80-90% of cheats out there, but the real problem still exists. This is a band-aid solution. Private cheats This is why its impossible to ever stop cheating. Private cheats. If I create a 100% homebrew cheat (meaning all custom code, no copy-paste, not borrowed function libs or dlls), its 100% impossible for anti cheat to detect me using signature analysis alone. By creating a 100% unique signature, the cheat has effectively circumvented anti cheat's primary method of cheat detection. Methods #2 and #3 are the only other ways now, which I will get into. However, this is the primary evidence that suggests cheating is an unsolvable problem. You can cut out 80-90% of the people who aren't developers, but the remaining people exist in a sort of bubble outside any actual way of getting caught. Careful cheaters cannot be detected and essentially exist above the rules. 2. Heuristic analysis This stuff can get pretty complicated, but its a simple concept. This is behavioral and statistical analysis. Lets say you're the average player. You've set a baseline of your performance. Sometimes you have excellent games and spike above that baseline, great, that's normal. You can also improve as a player and over time improve your baseline, that is also normal. You can also totally suck a bunch of games in a row because you let your little cousin player and lower your baseline. That is also normal. Whats not normal is suddenly winning all your games, getting insane KDR, super long range kills, etc. This is what, in a nutshell, heuristics analysis is. Of course this is very straight forward stat analysis, and anti-cheat is clever and actually go into some insane tracking and analysis that I cant even wrap my mind around (very advance statistics and mathematics). They also track things like how your mouse is moving (they can detect macros, such as AHK) and can determine if you're using aimlock by tracking how you're moving your mouse (example, its unnatural to move your mouse X distance in repeating increments, like a program would do it). There's a whole other plethora of things that make the system pretty insane. The downside to this is that its waiting for a cheater to make a mistake. A careful cheater who understands this wont trigger these flags. They'll slowly raise their baseline as expected, and wont make big jumps in their game play. They make sure to lose a few games here and there, sprinkle some wins, and overall "game" the system. People do this. 3. User reports This is pretty straightforward and there isn't a whole lot to say about this... overall though, a careful cheater won't spark anyone's attention. The conclusion that can be drawn (one that I came to long ago) is that cheating is here to stay. The primary means of detection can be circumvented by custom/homebrew cheats, and a careful cheater wont trigger any flags. Cheating and hacks aren't going anywhere - most likely forever there exists games to cheat on. [link] [comments] |
Big updates are coming to Assassin’s Creed Origins this month Posted: 08 Jan 2018 10:23 AM PST |
The Tomb Kings bring crazy new units and crafting to Total War: Warhammer 2 Posted: 08 Jan 2018 07:07 PM PST |
How Games Use Feedback Loops | Game Maker’s Toolkit Posted: 09 Jan 2018 07:18 AM PST |
Facebook says China's Xiaomi will make Oculus Go hardware and a similar VR headset for China Posted: 08 Jan 2018 05:55 PM PST |
Hackers are stealing Second Life's player-made lootboxes and selling them for profit Posted: 08 Jan 2018 09:00 AM PST |
Posted: 08 Jan 2018 08:20 AM PST |
Civilization VI: Rise and Fall – First Look: Georgia Posted: 09 Jan 2018 07:03 AM PST |
Hands-on: "The Vive Pro and Wireless Adaptor are important steps forward for VR" Posted: 08 Jan 2018 03:57 PM PST |
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