RE: [GD-Design] Off-line vs. on-line play and cheating
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From: Daniel C. <dan...@an...> - 2002-07-22 19:03:02
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Three techniques the come to mind: - Balanced Characters - Social validation - Statistical validation *Balanced Characters* Balanced characters are the easiest conceptually. You set up the game = so that every character has tradeoffs. There is no linear character = growth, where a final character is more powerful than an advanced = character. Instead Character A has bigger weapons, but is slower and is = taxed heavily by the local police force. Character B has smaller = weapons, but they aren't taxed so they can make more money as traders.=20 In the single player or multi-player game, you quest in order to adapt = your character to your particular style of play. If you cheat, you are = just changing your character around. You aren't gaining an advantage = over anyone.=20 *Social Validation* Social validation is a process of storing data on your character = throughout all the other existing player machines, not based off the = local machine. Imagine you play with 5 other people and you win. The 5 = other machines record encrypted versions of your win. A central server = can generate an individual's 'reputation' score based off who is playing = at any one time. This system is difficult to hack assuming a large = number of players. You can use player ranking as part of this. "I = enjoyed playing with him. I didn't enjoy playing with him" This can be = reported as well. =20 What happens to a new player who logs on with an uber character and no = history? They are marked as newbies. (There is nothing more damning to = a cheater than to be marked as a newbie. :-) The only way they can make = a name for themselves is by playing and having their reputation = propagate throughout the network.=20 *Statistical Validation* This is the most theoretical, but I'd love to see it done. Imagine a = peer-to-peer network and a statically derived model of player = advancement. The player ends up generating a character history based = off playing the game. This history is then submitted to a central = server that does a statistical comparison to other histories. Anomalies = tend to pop out. When combined with a social validation system, it = becomes far more difficult for a user to 'suddenly' get an uber = character. Unfortunately, this particular system does not work with the = offline-online system you described.=20 -Danc.=20 -----Original Message----- From: Alain Hamel [mailto:ah...@re...] Sent: Monday, July 22, 2002 12:34 PM To: Brian Hook; gam...@li... Subject: Re: [GD-Design] Off-line vs. on-line play and cheating > 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 =3D) > > > 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=3D556 > ------------------------------------------------------- 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=3D556 |