Re: [GD-Design] Off-line vs. on-line play and cheating
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From: Alain H. <ah...@re...> - 2002-07-22 18:33:33
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> But, I think the approach is to solve by design, not by technology > (which is why I posted to design instead of say algorithms), since > trying to solve it technologically is a losing proposition since the > client is inherently untrustworthy. Attempting to solve via design. I have to say that I don't see how it can be done. I mean if you want some items in your game to have value (eg: the ub3r starship) then I don't see how it won't be trivialized by hacks. But that doesn't mean it can't be done, I'm about as far from omniscient as one can get. > Hackers have more time than game developers, so it's a > losing battle when you try to fight them on their turf. I don't know if they will always win. For example, I think, but I'm not sure, that intertrust has not been hacked yet. Of course that could have something to do with no one adopting their technology... And you have a somewhat easier problem. If, for example, you required that the client log in (for a new binary) every month or so you could make things much harder on the hackers. ----- Original Message ----- From: "Brian Hook" <bri...@py...> To: <gam...@li...> Sent: Monday, July 22, 2002 11:15 AM Subject: RE: [GD-Design] Off-line vs. on-line play and cheating > > Wow. Attempting to make an always on line game cheat free is > > already VERY hard. > > I am aware =) > > > However you are attempting to solve a much harder problem: > > off line games. > > Correct. > > But, I think the approach is to solve by design, not by technology > (which is why I posted to design instead of say algorithms), since > trying to solve it technologically is a losing proposition since the > client is inherently untrustworthy. > > > Oh, and I would change my binaries as frequently as > > economically feasible. And make sure that each biniary is > > different in some fundemental way (eg: automate the process > > that changes the structures). > > This is why I don't want to solve it with technology: the time committed > to trying to fix it is usually disproportionately longer than the > benefits gained. Hackers have more time than game developers, so it's a > losing battle when you try to fight them on their turf. > > Brian > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Gamedevlists-design mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-design > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=556 > |