[HN Gopher] Valve bans 40k Dota 2 accounts using honeypot patch
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       Valve bans 40k Dota 2 accounts using honeypot patch
        
       Author : chungus
       Score  : 157 points
       Date   : 2023-02-23 11:32 UTC (11 hours ago)
        
 (HTM) web link (www.dota2.com)
 (TXT) w3m dump (www.dota2.com)
        
       | throwwaway8529 wrote:
       | How can they be so sure that that memory wasn't accessed due to
       | corruption of a pointer
        
         | izacus wrote:
         | They're willing to take that risk I guess.
        
         | brookst wrote:
         | Could also be cosmic rays. Or ghosts.
         | 
         | But I imagine they tested the patch, like any other patch, and
         | did not find evidence of any other access to that memory. You
         | can never be 100% sure, but if that's the standard, then how
         | could any banned player be 100% sure cheat software wasn't
         | secretly installed on their system using nation state invisible
         | rootkit capabilities?
        
           | mschuster91 wrote:
           | Cosmic rays can be excluded by sampling. Say, someone
           | triggering a guard page once or twice gets ignored, but
           | consistent read activity whenever the user is playing is
           | likely to be either an antivirus (which can be correlated and
           | culprits identified) or a cheat.
        
             | brookst wrote:
             | You haven't ruled out ghosts.
        
         | Festro wrote:
         | It seems like they haven't been overzealous and cross-
         | referenced hits with other data. People are getting varying
         | degrees of bans, and exploiters with several accounts are
         | reporting that not every account has been banned. i.e. Valve
         | are only banning when they are certain.
         | 
         | I imagine they are looking at the honeypot, and in-game actions
         | that would be a result of the player having information they
         | shouldn't.
         | 
         | Unlikely that they checked each of the 40,000 bans
         | individually, but I imagine they devised a simple quantitative
         | check that they could automate like "honeypot = true, check how
         | far from STDDev player's dewarding accuracy was", then they
         | spotchecked the highest confidence rates until they were happy
         | to rollout the banwave.
        
           | throwwaway8529 wrote:
           | That would make sense
        
         | cypress66 wrote:
         | There are always false positives. Many years ago I was
         | incorrectly VAC banned in one game.
        
       | voldacar wrote:
       | How does the client know when the cheat reads data from the
       | honeypot?
        
         | [deleted]
        
         | kuroguro wrote:
         | I think throwaway40602 from the previous discussion had it
         | right - there's a variable that clients can't normally set
         | (dota_use_particle_fow) that allows seeing some
         | particles/spells and allows guessing where the enemies are
         | trough fog of war. You can even find open source
         | implementations years back for this. It appears to be a popular
         | feature in cheats.
         | 
         | They probably just query the clients to see if it's set.
         | Querying client cvars from the server is already built in the
         | game engine.
         | 
         | If true then the announcement just made it sound way more
         | amazing than it is.
        
           | throwaway40602 wrote:
           | this cvar has been around since 2016 which makes you think if
           | it was really a honeypot or not
        
             | kuroguro wrote:
             | I can see how it _technically_ turned into one when they
             | started collecting data. But yeah the PR is strong w/ this
             | one.
        
         | warent wrote:
         | Could just be a simple property that existed on some game
         | object, which was exposed in the interface but nothing in the
         | game ever accessed the property. Then a getter would report the
         | read to their backend. The cheat programs probably
         | automatically read every property of these objects.
        
           | voldacar wrote:
           | A getter? If I write a cheat, I'm just reading bytes from the
           | address of the honeypot in ram
        
           | jeroenhd wrote:
           | I'm no reverse engineering expert but I doubt cheats would
           | actually call getters when they have access to the raw memory
           | underneath.
           | 
           | Maybe lazy cheats do use that mechanism, but it's hardly a
           | foolproof system. If this is how detection was done, I
           | imagine Valve has targeted this detection system for a
           | specific cheat tool/framework.
        
             | warent wrote:
             | Yes I'm seeing now how unsophisticated and probably
             | incorrect my approach is, clearly running into the limits
             | of my understanding of compiled programs / cheat engines :)
        
         | nagisa wrote:
         | Couple ways (on Linux):
         | 
         | * You can set a read watchpoint using debugging APIs (ptrace);
         | 
         | * You could place the honeypot in a memory page(s) that has its
         | read permission revoked. An attempt to read the page(s) causes
         | a signal to fire. In order to not crash the application, the
         | code would then handle the signal by making the mapping
         | readable, before continuing execution as normal.
         | 
         | Other approaches probably exist too, these are just the two
         | options I would personally try first.
        
           | deathanatos wrote:
           | There is also userfaultfds on Linux: they're a file
           | descriptor on which the kernel will send fault events, and
           | let a userland process handle the page fault.
           | 
           | So, e.g., you alloc a blank page into memory: it isn't
           | _mapped_ yet, so the first read will trigger a page fault.
           | You register that page with your userfaultfd. You (Dota,
           | here) never read from it. If the userfaultfd receives an even
           | that the page is faulting, then it isn 't _Dota_ /you that's
           | reading from it.
           | 
           | Judging from the comments it sounds like Windows has similar
           | capabilities.
           | 
           | ... there are _all_ sorts of false-positives here. (Or with
           | _any_ honeypot, really.) Many are mentioned elsewhere in the
           | comments...
           | 
           | (Cf., userfaultfd(2).)
        
           | voldacar wrote:
           | > You can set a read watchpoint using debugging APIs
           | (ptrace);
           | 
           | What kind of read is sufficient to trigger this? If dota
           | makes a read watchpoint with ptrace, my cheat process calls
           | the linux equivalent of readprocessmemory on the dota
           | process, then dota gets notified by the kernel? So every time
           | a process directly interacts with the memory of another
           | process, the kernel has to look through a list of which
           | processes have called ptrace and run some kind of handler? As
           | an aside it seems like this would be bad for performance of
           | the whole OS
           | 
           | If ptrace is a syscall and ptrace (according to wikipedia)
           | allows one program to intercept and manipulate another
           | program's syscalls, then couldn't I just launch my cheat
           | first, have it ptrace dota, and intercept dota's ptrace call,
           | so that the read watchpoint never gets set up in the first
           | place?
        
             | xvinci wrote:
             | The old saying goes (basically the same as with Malware vs
             | Anti-Malware): Whoever loads first, wins. So you are right
             | in theory, you could intercept any call that would allow
             | you to detect malicious behaviour. That being said two
             | things:
             | 
             | 1.) Windows is a closed-source and really huge system.
             | There are many places you will leave traces, and they
             | change all the time. Getting it right is hard.
             | 
             | 2.) At least for malware, windows offers official ways to
             | get to go first with e.g. https://learn.microsoft.com/en-
             | us/windows-hardware/drivers/i... - I do not know if this is
             | used by any Anti Cheat though.
             | 
             | The super exotic theory would be a rootkit, in those cases
             | not even windows can help you. But as with security, as
             | long as there is easy money to be made (because most anti-
             | cheat systems are simply bad), those very expensive
             | solutions will be limited to selected few professionals.
        
               | voldacar wrote:
               | ELAM is interesting. Though I think if you ran the cheat
               | using DMA from a pcie card or some similar means, I don't
               | think any driver could stop you
        
         | DSMan195276 wrote:
         | You could potentially use a timing-based approach - if the
         | "first" read to the area is fast enough to suggest it has
         | already been demand-paged in then that would indicate someone
         | else already touched the page. Obviously there's lots of
         | caveats, you can't guarantee a page won't be loaded in anyway
         | without anybody touching it, and it also requires the cheat
         | software to touch that section of memory even though it's
         | effectively unused. If you had a good understanding of how the
         | cheat software worked and went about probing your process's
         | memory I suspect you could make it work though (whether the
         | accuracy would be acceptable is a different matter).
        
       | agilob wrote:
       | OMG I hope this means they will ban TF2 bots too. This game has
       | been so fucking bad for like 2 years now.
        
         | tpxl wrote:
         | The last content patch (that wasn't Halloween) was in 2017.
         | They're planning a new content patch for this summer/autumn,
         | and I'm cautiously optimistic they'll increase moderation prior
         | to the patch to increase player engagement.
        
       | O__________O wrote:
       | Only way cheating will ever end if players have to risk losing a
       | meaningful percentage of their real world wealth -- and even then
       | you would have account that get stolen for the sole purpose of
       | being a throw away account to cheat with.
        
       | bilekas wrote:
       | That is an insanely large number of accounts, I understand
       | there's always going to be cheaters but I had no idea the scale
       | of it was so bad!
        
         | oblio wrote:
         | Cheating is a lot more widespread than you'd think.
         | 
         | In the past (pre-internet/early internet days) entire companies
         | were built just on selling cheats.
         | 
         | Competition drives people to it, especially since many players
         | are kids and don't have better stuff to do. By competition I
         | don't just mean in-game results, but also recognition for
         | achievements (i.e. social competition).
        
         | MengerSponge wrote:
         | Do you know how many active (have played >1 match in the last
         | month) accounts exist? 40k is a lot, but there's got to be
         | redundancy.
         | 
         | I'd also _love_ to see a breakdown by region. Just knowing what
         | servers were more impacted would be super interesting.
        
           | bilekas wrote:
           | Absolutely no doubt a lot, can't check steam metrics right
           | now but I just didn't expect so many people to be cheating.
           | Especially with a pvp game. I don't see the point personally
           | how you could feel good after. You didn't win.. your cheats
           | won. Strange pov.
        
             | c22 wrote:
             | I think to adopt this pov you have to feel good about other
             | people losing.
        
         | bob1029 wrote:
         | This is why some of us are not giving up on the streaming
         | gaming idea.
         | 
         | It doesn't solve 100%, but it definitely fixes this entire
         | universe of "oops the client has to know a little bit too much
         | about the game state" problems.
        
           | bilekas wrote:
           | That's actually a really good point I never made the
           | connection of cheat prevention and cloud gaming.
           | 
           | A point to be made for remote competitions requiring it!
        
             | bob1029 wrote:
             | > A point to be made for remote competitions requiring it!
             | 
             | My current dream is a streaming-only arena shooter with
             | various competitive modes. Something needs to fill that
             | hole that UT2k4, OW1 and others have left behind.
             | 
             | I had a friend casually suggest a solution - similar to
             | Valve's - for the 1% edge case in the streaming gaming
             | scenario. An example of this edge case is ML bots that
             | watch real-time video feeds of the gameplay to aim/click
             | the mouse.
             | 
             | A possible solution is to inject "honey pot" information
             | into the actual frames in order to bait the bots into
             | taking extremely unlikely actions. Enough of these small
             | tests over time and you can arrive at a statistical
             | impossibility that the player is not cheating.
        
         | barbariangrunge wrote:
         | As a percent of total players, it's not that crazy
        
       | Jamie9912 wrote:
       | Don't popular antiviruses scan entire process memory?
        
         | adzm wrote:
         | Popular antiviruses often have exclusions for particular
         | processes in order not to trip anti-cheat / tamper-detection
         | code, as well. Especially for well-known anti-cheat mechanisms.
        
       | throwaway40602 wrote:
       | there was a convar in the game for 6+ years that let you see
       | particles in the fog of war; 99% of cheats forced this convar on.
       | source lets you request CVars from the client and the value, so
       | they simply did that. it has nothing to do with reading memory,
       | but rather writing memory to allow you to see particles
        
         | kurisufag wrote:
         | if dota is anything like CS:GO, then most CVar-editing cheats
         | are done by hooking the underlying functions instead of just
         | forcing them. I distinctly remember the word on the street a
         | few years ago being that manually writing to CVars was
         | Dangerous Stuff To Be Messing With.
        
       | seatac76 wrote:
       | Great work. They need to do it for CS GO too.
        
       | mkl95 wrote:
       | Could there be any false positives? Data mining for legit use is
       | a big thing in games like World of Warcraft
        
         | nozzlegear wrote:
         | I play much more World of Warcraft than I should but I'm not
         | sure what kind of data mining you're referring to. I don't
         | think Blizzard allows anything that can read the memory of the
         | game while you're playing it. Are you maybe referring to the
         | raid logs that people use? Those are just addons that write the
         | raid combat log to an external file, and then someone in the
         | raid runs a program that reads the log file and uploads it to
         | www.warcraftlogs.com
        
         | GuB-42 wrote:
         | How is data mining by reading from the client software memory
         | "legit"? You are supposed to discover things by playing the
         | game, not by doing things that are explicitly forbidden by the
         | terms of service.
         | 
         | Even when it is tolerated, it is always "at your own risks".
        
       | bredren wrote:
       | I played a lot of this game (WD for the win) a while back but
       | gave up on it years ago.
       | 
       | Cheating was only a secondary problem to the toxic community. It
       | went all the way up to the casters.
        
       | s09dfhks wrote:
       | I'm curious about what data the "cheats" were reading and how it
       | gave them an advantage
        
         | rootcage wrote:
         | Does it matter? If external software is accessing data within
         | the game client, that itself is a breach of contract.
        
           | [deleted]
        
           | andybak wrote:
           | Contracts are often overly restrictive and I want to use
           | software I've bought in any legitimate way I can.
           | 
           | For example - VR mods for older games give me great pleasure
           | and a ban because they used internal hooks would make me very
           | angry.
        
             | babypuncher wrote:
             | Are you arguing that cheaters should be allowed to run
             | rampant in multiplayer games purely because that is how
             | they want to use their software? Because at that point,
             | there is no reason to even have multiplayer games.
        
               | aaomidi wrote:
               | Honestly the solution to this is to have
               | 
               | 1. Self hosted servers. Let communities do their own
               | moderation.
               | 
               | 2. As part of #1, cheating/sandbox lobbies.
        
               | babypuncher wrote:
               | I get the desire to go back to community hosted servers,
               | but there are real tangible benefits to modern
               | matchmaking systems, particularly for games with a
               | competitive focus.
        
         | CursedUrn wrote:
         | Some of them read unit positions/type/health to auto-aim at the
         | best target.
        
         | noxvilleza wrote:
         | There's a variety of different parts, I can describe some.
         | 
         | * A flag on each CDOTA_Unit which includes heroes for example
         | CDOTA_Unit_Hero_Weaver has a called m_iTaggedAsVisibleByTeam
         | which allows you to tell which teams this entity is visible to,
         | so you can tell if the enemy can see you or not.
         | 
         | * Particles (which affect things like Town Portal scrolls,
         | Smoke of Deceit, attacking neutral camps, etc). There are some
         | things that happen in the game that need to be sent to all
         | clients (even if it's happening in the fog of war for this
         | client), otherwise things would look weird if you were to
         | suddenly get vision of these areas. There's a great explanation
         | by one of the Valve Dota devs on this exact topic and why it's
         | hard to solve:
         | https://old.reddit.com/r/DotA2/comments/uywfxi/comment/ia85u...
         | 
         | * Some other cheat modules are able to see spells cast, so they
         | can track cooldowns of spells (with indicators above each
         | hero). They can also track cooldowns of specific events: when a
         | player uses buyback there is a cooldown before they can buyback
         | again, when Roshan is killed his respawn time is randomly
         | decided within two bounds so you want to track those bounds.
        
         | gregw134 wrote:
         | I heard you could tell when your opponents had vision on you.
         | Useful for detecting ward spots or incoming ganks.
        
           | macinjosh wrote:
           | > Useful for detecting ward spots or incoming ganks.
           | 
           | This phrase makes me feel old, haha. No idea what it means.
           | 
           | As a programmer with no game dev experience what are the most
           | common technical mechanisms used for cheating? Are they
           | modifying outgoing network traffic on the fly or something
           | like that?
        
             | xvinci wrote:
             | Everything that goes is common sadly. This includes:
             | 
             | - Reading from and writing to memory (either by direct
             | means provided by windows, by custom drivers, or by
             | exploiting installed vulnerable drivers to bypass secure
             | boot and such)
             | 
             | - Reading network traffic (particularly nasty because it
             | can be done on a device where the game and Anti-Cheat is
             | NOT running provided you get access to SSL decryption keys)
             | 
             | - Having an external device react to your video feed only
             | (either "dumb" aka on colors, pixels shapes etc. or fancy
             | with AI and stuff) and then react by a "faked" input device
             | (mouse, controller, etc).
             | 
             | - Modifying game files (e.g. replace texture walls with
             | transparent textures)
             | 
             | - The very easy way: Simply exploiting game bugs. E.g. you
             | can cheat in Fifa on console (!) since years by doing stuff
             | in the system menu. Fifa will just disconnect the game
             | without giving you a loss for the match.
        
             | zinclozenge wrote:
             | I'm no longer in the game, but circa counter-strike 1.1 or
             | 1.3, the typical way was using windows hooking API to load
             | your hack into the running process. You could then simply
             | use the freely available half life modding sdk to use the
             | same structs and things like that. Network related stuff
             | also happened, but I never paid attention to it.
        
             | margorczynski wrote:
             | Ward - object placed somewhere to give you vision around it
             | Gank - suprise attack basically, usually when a guy from
             | one lane go to another one to suprise kill an enemy player
        
             | acchow wrote:
             | It's not really an age thing. If you don't know anything
             | about Dota or the MOBA genre, these concepts will be
             | meaningless.
             | 
             | Let's translate to the more commonly understood First
             | Person Shooters. In a FPS, you don't know if someone is
             | hiding behind a door. But with cheats on, the cheat program
             | could be reading game data and know that someone is behind
             | a door. It could highlight that person on your screen in a
             | red color, that way you can see them even tho they are
             | hidden.
             | 
             | It could also move your mouse cursor automatically for you
             | so you get an easy headshot without even trying to aim.
             | 
             | Neither of these involve modifying outgoing network
             | traffic.
        
         | powersnail wrote:
         | I've heard of the following cheats in dota2
         | 
         | - Tell you where the enemy is during TP. This is really useful
         | for, for instance, Zeus, who has a stun (stops TP) that can be
         | placed anywhere on the map.
         | 
         | - Show you where enemy has vision, which makes de-ward a
         | trivial task, and therefore makes sure the enemy has basically
         | no vision.
         | 
         | - Instant skill casting when an enemy comes into vision. Useful
         | for heroes with instant stuns/silence, makes them be impossible
         | to be jumped, basically an impeccable counter-initiate, but not
         | always an advantage when initiating.
        
       | warent wrote:
       | Meanwhile, Riot Games issued a warning to League of Legends and
       | Teamfight Tactics players earlier this year that new cheats could
       | be developed after source code for both games and the legacy
       | anti-cheating software they use was stolen in a data breach.
       | 
       | As a past fan of League of Legends and Riot, this is a very
       | typical response from them. Zero effort; meaningless notices.
       | After years of playing, I quit permanently after reviewing my
       | games and finding I was the only one not cheating in about 10
       | games in a row (that means I encountered about 90 cheaters in a
       | row). This was _before_ the code leak. God help the remaining
       | legitimate community now. It 's so obvious that Riot sees people
       | as an obstacle to their money.
       | 
       | Seeing this news for Dota 2 warms me up inside. I don't play Dota
       | 2 because I don't want to allocate the time to it, but it seems
       | like they truly care about their community, at least to a much
       | greater degree. Very happy news.
        
         | aaomidi wrote:
         | How do you even cheat in TFT or league? especially in TFT. The
         | game is basically an RNG game mixed with counting/figuring out
         | probabilities.
        
         | noxvilleza wrote:
         | In some sense this news was surprising and great (40k is I'd
         | estimate, ~0.5% of the unique monthly players!), but the
         | release was also a bit misleading. The part "With that goal in
         | mind, we released a patch as soon as we understood the method
         | these cheats were using" is just outright false - there are
         | numerous open-source Dota cheat engines which have been around
         | and in working order for many years.
        
         | thot_experiment wrote:
         | DotA 2 has got a system where each person has a community
         | rating, based on some aggregate of your reports and
         | interactions. If you have a good rating you get placed with
         | others who have a similar rating. It's not perfect but my score
         | has never not been maxed out and would say that solidly over
         | 60% of my games are jovial and cooperative with people being
         | communicative and friendly. I have friendships going on decades
         | that started in that game, but also I continue to make friends
         | to this day. I've got people in my book club I met on DotA last
         | year.
         | 
         | I've played some league and it's definitely a very different
         | community feel.
         | 
         | I also think that the fact that in DotA you are not able to
         | surrender is incredibly important when it comes to the feel of
         | the game and community. I think the single biggest mistake Riot
         | made is allowing teams to surrender, it makes the game so much
         | worse to even give people the possibility of giving up. DotA is
         | a game you can win off a marginal mistake even till the bitter
         | end, I'm glad the mechanics reflect that.
        
         | Llamamoe wrote:
         | "after reviewing my games and finding I was the only one not
         | cheating in about 10 games in a row" how did you know that all
         | the other 90 people were cheaters?
        
           | warent wrote:
           | I'm not sure if "cheat" is the exact word to use here. They
           | were all bought accounts or in the process of being boosted.
           | 
           | One way to tell is by looking at a player's match history and
           | seeing their account plays one or two champions for a while
           | repeatedly getting MVP with 20/0/x, and then suddenly
           | switches champions and either plays significantly worse or
           | somehow playing even better depending on the ELO. The
           | opposite is also true--consistently playing horrendously,
           | then suddenly switching to different champions and
           | steamrolling beyond their ELO.
           | 
           | There are networks of boosters and account sellers. Some
           | people spend full time hours farming hundreds of accounts to
           | level 30 for ranked play, and these accounts are purchased by
           | other boosters who spend full time hours getting to Diamond+,
           | to then resell. This is how you can find fresh level 30
           | accounts at the highest ranks--it's account farming.
           | 
           | When you analyze closely, the majority of the community is
           | composed of these bogus Chinese account farms. Hardly anyone
           | is actually playing the game. This problem goes all the way
           | even to the Challenger level; streamers constantly deal with
           | this problem and Riot doesn't do anything.
           | 
           | Even when League was having betting problems at the
           | Grandmaster/Challenger level, of people betting against their
           | own games and then "soft throwing" to make money, it wasn't
           | Riot that did anything about this. It was the betting
           | companies themselves that banned League from being gambled on
           | their platforms.
        
             | lcnPylGDnU4H9OF wrote:
             | I stopped following this scene around 2018-2019; basically
             | right after G2/Fnatic started to be some of the most
             | dominant teams, even compared to the best Korean teams
             | (that's not why, just around that time).
             | 
             | It's disappointing -- but not surprising -- to hear all
             | this, especially that it even affects the Challenger-level
             | games. This does sound like the kind of issues they would
             | have no idea how to deal with. Not that they don't care
             | exactly but that they can't figure out how to handle it.
        
               | warent wrote:
               | Yeah it sounds like a lot has changed. I joined around
               | 2019 and quit end of 2022.
        
             | tester756 wrote:
             | Smurfs / Elo Boosters
             | 
             | Arent "Cheaters" in the sense this thread is talking about
        
         | lcnPylGDnU4H9OF wrote:
         | > it seems like they truly care about their community
         | 
         | I continue to get good vibes from so much of what Valve does.
         | It might just be good PR work from them but it seems like it
         | goes beyond that.
         | 
         | - They maintain an online service which is used by millions, if
         | not billions, of people around the world. They actually(!!)
         | provide customer support for this service.
         | 
         | - They sell computer hardware, admittedly for the primary
         | purpose of using the aforementioned service. I've never heard
         | about any serious complaints about this hardware that are left
         | ignored (this might exist but I haven't heard of it).
         | 
         | - They develop an online multiplayer game with community
         | support. I almost never hear bad things about how this
         | community is managed from members of the community. I guess
         | this is the most likely to be just "good PR" but again, I don't
         | tend to see these issues escaping community discussion as I
         | would expect for hot-button topics.
        
           | ilrwbwrkhv wrote:
           | Valve is one of the only tech companies worth its salt.
        
       | jeffbee wrote:
       | I wonder how they developed this honeypot in such a way that the
       | magic page or region of memory was known to have been accessed by
       | a cheat and not by, for example, an antivirus daemon.
        
         | fwlr wrote:
         | I doubt they're doing anything super clever with examining
         | access to memory regions. From the way they use the word
         | 'honeypot' and other comments here about cheating software
         | setting team vision flags, I suspect they simply noticed some
         | of their internal functions were commonly being used by
         | cheating software. From there it's simple: duplicate those
         | functions, add "_legit" suffixes, find/replace all use of those
         | functions in your code with the _legit-suffixed version, and
         | add logging to the original function without breaking its
         | functionality. You can even formally prove that the original
         | function will never be called by legitimate clients with dead
         | code analysis. Cheating software will go on using the original
         | functions because they still work, not realizing that the core
         | game logic functions they were using have suddenly become dead
         | code with logging.
        
       | quadcore wrote:
       | Im surprised reading data in the client can give unfair
       | advantages.
        
       | ROTMetro wrote:
       | Can Valve do anything about all the Z flags in their community? I
       | mean, yeah, I know they can. But why don't they? F Valve.
        
         | squarefoot wrote:
         | Because a letter is just a letter, and although we all know the
         | nefarious meaning of that Z, it's still a generic letter. Same
         | reason why nobody would have grounds for reporting you here for
         | writing that (well deserved) "F Valve".
        
       | wildrhythms wrote:
       | The average Dota 2 player count over the last 30 days was around
       | 396,000[1] so am I correct in understanding that _at least_ 10%
       | of all Dota 2 players were cheating in some way?
       | 
       | https://steamcharts.com/app/570
        
         | Ekaros wrote:
         | 396k is the average number of players during. The peak is
         | seemingly 680k in last 30 days. Peak is the least number of
         | players(accounts) there was during last month.
         | 
         | Million to two million would be my estimate of players. Still
         | leading to 2-5% of player base. Which itself isn't small
         | either.
        
         | cypress66 wrote:
         | As a very rough rule of thumb for these multiplayer games, MAU
         | is about 100x concurrent players.
        
         | 1MachineElf wrote:
         | Disclaimer: I've never played Dota 2
         | 
         | It's also possible some of those accounts were created to be
         | sold on on a marketplace. Online gaming marketplaces have
         | traders with in-game items, credits, and even accounts for
         | sale. It's especially big for online games where item
         | duplication glitches allow some players to hoard hundreds-
         | thousands of hot commodities. Accounts that have maxed out
         | levels, achievements, and/or rare rewards (possibly via this
         | cheat) can sell for hundreds of real world dollars.
        
         | agilob wrote:
         | I don't play Dota2, but it would surprise me in TF2 and L4D2.
         | I've been in games where 5 of 8 players were bots.
        
         | reportgunner wrote:
         | Since Dota is a free to play game I would point out that it is
         | likely that cheaters almost always have more than one account
         | to evade bans so I don't think 1 account = 1 irl user is always
         | true.
         | 
         | Even for non F2P games it is usual for cheaters to use phished
         | or hacked accounts that they buy for a few cents. There are
         | also accounts that are tradebanned because they were used as
         | bots for 3rd party trading websites and they are basically
         | worthless after getting tradebanned.
        
           | ridgered4 wrote:
           | This always seems obvious to me with F2P games. They create
           | more and more complicated measures to detect cheats, but when
           | it cost nothing (except an SMS service now I guess) to spin
           | up a new account you aren't getting anywhere.
           | 
           | The old business model of just charging a lot of money up
           | front for the game seems like it wouldn't have this problem
           | to the same extent. You just ban their key and they're out
           | $20-60. But that business model is less popular now I guess.
        
             | reportgunner wrote:
             | > _The old business model of just charging a lot of money
             | up front for the game seems like it wouldn 't have this
             | problem to the same extent._
             | 
             | The problem with such games exists as well but challenges
             | are different:
             | 
             | - cheaters still have access to phished/hacked abandoned
             | accounts that own the game that they can buy very cheap
             | 
             | - another way to get new accounts for cheap is to buy the
             | games in countries where the games are cheaper i.e.
             | argentina or turkey
             | 
             | - there is very little motivation from developers to
             | completely stop the cheaters or slow them down (every
             | banned account is a potential sale of new copy of the game)
             | the developer benefits financially from cheaters continuing
             | to evade bans
             | 
             | - the players hurt the most (who already bought the game
             | and paid the developer) don't generate any new income to
             | the developer and dont pose any risk to income generation
             | unless they quit the game en masse (discouraging potential
             | new players from buying the game)
        
               | cathdrlbizzare wrote:
               | Yep. There's no incentive to catch every cheater because
               | it helps sell the "need" for advantages conferred by DLC
               | and virtual currencies.
        
             | mirker wrote:
             | The common free to play guard is you need to play X number
             | of unranked games before you can play ranked. The account
             | is "paid" for with some proof of work.
        
             | cathdrlbizzare wrote:
             | You can bet F2P games generally aren't playable without
             | buying virtual currency and DLC.
        
             | ferminaut wrote:
             | I've had the idea that a deposit in free to play games
             | would be sufficient. Put some amount of money in, say $20.
             | When you are done with the game, you get the $20 back. If
             | you cheat, you lose the $20.
        
               | reportgunner wrote:
               | Nowadays money is not a problem for full time cheat
               | developers - they sell the cheats (often in a monthly
               | subscription model) to the cheaters or they sell a
               | service where the cheater joins you in the game and does
               | all the cheating for you (so called carry services, e.g.
               | in escape from tarkov a cheater joins your game, kills
               | all your enemies and lets you take all the loot).
               | 
               | I have seen ads for cheats where a monthly cheat
               | subscription costs more than a new copy of the game.
        
             | JustBreath wrote:
             | It doesn't work for all games, but I was a big fan of Dark
             | Soul's method of dealing with cheaters.
             | 
             | If your character or account was flagged for cheating, you
             | were put into a public multiplayer pool/jail with all the
             | other cheaters and would only match games other cheater.
             | 
             | It's clever because you never actually know what you did to
             | get caught or if you have even been caught.
             | 
             | You can only suspect when you notice nearly everyone else
             | you play with also cheats.
        
               | barbariangrunge wrote:
               | Wasn't dark souls famous for getting you flagged as a
               | cheater because a real cheater joined your game and
               | dropped a hacked item? There were streamers doing this to
               | ruin the play of ordinary players all the time
        
         | favaq wrote:
         | You don't know how bad it is in PC games. This is precisely the
         | reason we need anti-cheats in the kernel.
        
           | bob1029 wrote:
           | Baking anti cheats into the photomasks of our CPUs still
           | won't fix anything.
           | 
           | You have to fundamentally alter how you serve these
           | experiences to customers if you really want to solve it.
        
           | cathdrlbizzare wrote:
           | I fail to see an argument for this being a technical
           | necessity.
           | 
           | And, you don't offer any data or evidence for this.
           | 
           | There are thousands of businesses and million of users who
           | don't care about and don't need this.
        
         | Sayrus wrote:
         | 396000 average concurrent users. There are many more accounts
         | as players are not online 24/7.
         | 
         | Monthly active users should be in the millions.
        
         | kuroguro wrote:
         | Well they collected data for "the last few weeks" and banned
         | them all at once. Total unique player count would be more
         | accurate to calculate the %
        
       | ctvo wrote:
       | Does anyone remember when Warcraft 3 was in beta and got leaked?
       | Pirates created an emulated Battle.net that could work with the
       | beta assets and had matchmaking, ladder, etc. working.
       | 
       | Hundreds of thousands played. Blizzard released patches in beta
       | that would, for example, spawn infernals to attack your town hall
       | if it detected you were on the emulated server. This reminds me
       | of that. Blizzard lost their battle, by the way, and people
       | pirated WC3 all the way until release.
        
         | duffyjp wrote:
         | Along the same lines I loved the Serious Sam solution to
         | piracy. They let you play but spawned an invincible enemy
         | occasionally to ruin the experience.
         | 
         | https://www.thesixthaxis.com/2011/12/08/how-to-get-rid-of-th...
        
           | margorczynski wrote:
           | Don't really get the idea behind fighting cheating in SP
           | games - you just destroy the game for yourself. In MP on the
           | other hand you destroy it for others. Maybe some kind of
           | telemetry + ML analysis could help here as the current
           | methods seem to have holes in them that get found out
           | eventually.
        
             | xvinci wrote:
             | Piracy is not Cheating (or rather it is, but a different
             | kind: cheating the developer out of his money):)
        
           | nottorp wrote:
           | How buggy was it?
           | 
           | I remember in Settlers 2 or something (before Ubisoft ruined
           | it) the iron smelter was producing pigs in pirated versions.
           | 
           | However, it wasn't extremely good at detecting them leading
           | to pissed off legit players.
        
             | duffyjp wrote:
             | No idea, my first encounter with Serious Sam was a cheap
             | Steam bundle so it never happened to me. They're really fun
             | over the top games and hearing about that "feature" it made
             | so much sense. The developers definitely prioritize fun
             | over taking things seriously (no pun intended).
        
               | nottorp wrote:
               | Oh I've played all the Serious Sams :) It's about the
               | only modern 3d shooter series I can still stomach.
               | Battlefield of Honor of Duty and derivatives take
               | themselves too seriously and are too much for
               | hypercompetitive dudebros.
        
           | Negitivefrags wrote:
           | C&C Generals had a thing where if you had multiple clients
           | with the same CD key in a multiplayer game everything would
           | be fine for a while, but 10 minutes into the game all the
           | buildings of the people who duplciate keys would explode.
           | 
           | This happened a few times at LAN parties to my friends, some
           | of whome gave each other the game by copying the install
           | directory across. Took us a while to work out what the hell
           | was happening.
        
             | bombcar wrote:
             | Which is interesting because Starcraft had a specific
             | "Spawn Install" so you could have two people play
             | multiplayer from the same license.
             | 
             | https://en.wikipedia.org/wiki/Spawn_installation
        
         | lcnPylGDnU4H9OF wrote:
         | I had a pirated copy of WC3 available to me via a vulnerability
         | in my school's AD setup which allowed me to access another
         | student's directory where it was installed.
         | 
         | I would play it almost exclusively in a web design class I
         | took. That class was where I learned HTML; that wasn't the
         | focus of the class, not by a long shot, but it was the thing
         | that captured my interest the most. I ignored everything else
         | in that class in favor of the Wintermaul Tower Defense custom
         | map.
        
         | ShadowRegent wrote:
         | EarthBound took a similar approach with it's anti-piracy
         | measures if you work around the obvious ones. There are far,
         | far more enemies to make the game less enjoyable. They also
         | added random freezes when entering certain areas. If you
         | managed got to the final boss despite everything else, it
         | freezes and deletes your save.
        
         | jmacd wrote:
         | Did they lose, or did they just have a lot of fun coming up
         | with ways to mess with people?
        
           | ctvo wrote:
           | They tried very hard to stop it. Eventually the lead
           | developer of the WarForge (emulated server) effort was
           | approached with a job offer from Blizzard.
           | 
           | One thing about Blizzard is they're extremely litigious wrt
           | to piracy and emulated servers. See WoW, etc..
        
       | tskool3 wrote:
       | [dead]
        
       | 4gotunameagain wrote:
       | > This patch created a honeypot: a section of data inside the
       | game client that would never be read during normal gameplay, but
       | that could be read by these exploits. Each of the accounts banned
       | today read from this "secret" area in the client, giving us
       | extremely high confidence that every ban was well-deserved.
       | 
       | Any speculation as to how this worked on a lower level ?
        
         | tester756 wrote:
         | 15 years ago in Tibia there was concept of let's call it -
         | changing network payloads.
         | 
         | I know it only from stories, so forgive me mistakes.
         | 
         | So basically
         | 
         | action X at patch Y sends instruction Q1
         | 
         | and then
         | 
         | action X at patch Y+1 sends instruction Q2
         | 
         | but cheating/botting software when ran straight after the
         | update still sends old instruction Q1,
         | 
         | which is now impossible to be generated by legit player and
         | this way you can instantly mark player as botter.
         | 
         | but I think it cannot be it since modern cheaters wouldnt be
         | this stupid, right?
        
         | wrren wrote:
         | VAC probably sets up a hardware breakpoint conditioned to
         | trigger when the start of that memory region is read. When
         | triggered, a function registered via
         | AddVectoredExceptionHandler will be called. It probably just
         | sets some flag somewhere indicating that the memory region was
         | accessed before resuming flow. You can guard entire pages of
         | memory using a similar approach
         | (https://dzone.com/articles/memory-access-breakpoint-large).
        
         | blibble wrote:
         | hardware breakpoint maybe?
        
         | tobyhinloopen wrote:
         | I imagined the secret area contained fake details about the
         | game, like adding an invisible fake street to a map. If the
         | client refers to the fake street or any location within it, you
         | can be certain the details about that fake street were obtained
         | using cheats.
         | 
         | This trick is used to catch cheaters on minecraft, by spawning
         | in fake diamond blocks that would only be visible to specific
         | cheats (xray). If a user suddenly were to dig to these blocks,
         | you can be reasonably certain there's something fishy going on.
         | 
         | Other way to think about it, is adding an invisible field to a
         | contact form that is only hidden through CSS
        
           | toxik wrote:
           | > Other way to think about it, is adding an invisible field
           | to a contact form that is only hidden through CSS
           | 
           | Watch out for autocomplete though.
        
             | tough wrote:
             | And as a consumer, watch out for auto-completed css hidden
             | credit card details
        
           | jfengel wrote:
           | A nice callback to the "trap streets" used in actual paper
           | maps to catch people violating copyright:
           | 
           | https://en.wikipedia.org/wiki/Trap_street
        
           | cptcobalt wrote:
           | Or just call it what it is, a honeypot:
           | https://en.wikipedia.org/wiki/Honeypot_(computing)
        
         | elzbardico wrote:
         | I don't think it needs something deeply clever involving
         | hardware breakpoints, sniffing for virtual pages backed by real
         | memory or something like that. And probably that's why it is
         | described as a honeypot.
         | 
         | It can just be something exposing a data structure that gives
         | the player some unfair advantage and them watching the players
         | that could only have achieved some very unlikely advantage in
         | the game by exploiting this information.
         | 
         | In a FPS for example, if a player consistently anticipates
         | their adversaries sneaking behind a wall, well beyond what
         | would be dictated by probability laws, there's a very high
         | chance that he is cheating in a way that allows him to "see"
         | their adversaries behind walls.
        
           | pandog wrote:
           | Implementing what you describe sounds to me way more "clever"
           | and less robust than the canary page approach described
           | above.
           | 
           | Specifically - I wouldn't fancy writing the "consistently
           | anticipates their adversaries sneaking behind a wall"
           | heuristic you describe but the earlier post describes the API
           | that already exposes the "has read canary page"
           | functionality.
        
           | bmitc wrote:
           | How does that work with latency? For example, if someone has
           | extremely fast internet and a low ping, they are going to
           | "see" around walls more often than opponents.
        
         | throwaway40602 wrote:
         | there was a convar in the game for 6+ years that let you see
         | particles in the fog of war; 99% of cheats forced this convar
         | on. source lets you request CVars from the client and the
         | value, so they simply did that.
         | 
         | to be clear, this was not a honeypot, but they claimed it to be
        
           | kuroguro wrote:
           | Do the particles alone w/o any cheats give an advantage?
        
             | throwaway40602 wrote:
             | yes, you can tell where enemies are in fog of war
        
               | kuroguro wrote:
               | Hmm, well I wouldn't permaban people for using a known...
               | built in setting, even if it gives an unfair advantage.
               | 
               | _edit_
               | 
               | To whoever downvoted me later - I would consider it a bug
               | if it was user settable without cheats. Similarly you
               | could see trough smokes in CS for a long time by changing
               | some video settings. You don't (usually) ban people for
               | bugs.
        
               | throwaway40602 wrote:
               | it was restricted, you couldn't force it without cheats
        
               | kuroguro wrote:
               | Ah, yeah sounds plausible then. I somehow don't buy the
               | guard page/hw breakpoint explanations. This also lines up
               | with "[information] that wasn't visible during normal
               | gameplay".
        
         | ohgodplsno wrote:
         | Take the player info struct:                   struct
         | player_info {            std::string name;            vector4
         | position;            vector3 orientation;            int level;
         | ...         }
         | 
         | and dump in something like
         | `report_when_accessed<std::list<player_info>> oops_here_are_all
         | _the_other_players_and_their_position_i_am_only_for_debug_pleas
         | e_remove_me`. Your client will never, ever access this list:
         | it's your honeypot. The moment you get any access on list[i],
         | it gets noted down and reported (like sudo does, straight to
         | the naughty list). Cheat makers will see this and, if it
         | doesn't smell of a too obvious honeypot, cannot pass such a
         | golden opportunity: literally free maphack, just locate where
         | the player struct is in memory and read it all!
        
           | pedrovhb wrote:
           | It doesn't necessarily have to be useful information. They
           | mentioned they understood how the cheat application worked,
           | so it's possible it was doing something like indiscriminately
           | accessing certain memory regions; this would make it possible
           | to detect without any changes to the cheating program.
        
           | throwaway40602 wrote:
           | how do you expect to be able to tell when someone has read
           | one of your pages outside of working set watches/guard pages?
        
         | larschdk wrote:
         | You could possibly query the OS for whether physical pages have
         | been allocated or not. Physical pages would only be allocated
         | on the first page fault, when the pages are read.
        
         | jsnell wrote:
         | I'd do it by read-protecting the page, and install a fault
         | handler that records the access and then unprotects the page
         | (to avoid detection when the cheat causes the game to crash).
        
         | TheAdamist wrote:
         | Windows lets you configure guard pages where you get notified
         | on access, normally used to detect stack growth and such.
         | Although that should be an easy and normal thing to avoid for
         | av/cheats.
         | 
         | https://learn.microsoft.com/en-us/windows/win32/memory/creat...
        
           | ed_mercer wrote:
           | I wonder if this can be circumvented by running Dota in a VM.
        
             | poizan42 wrote:
             | Not helping as long as the page fault is triggered and
             | handled by the process. You could just not do a regular
             | read of the page though. No need for a VM for that, just
             | call VirtualQueryEx and check
             | MEMORY_BASIC_INFORMATION.AllocationProtect for the
             | PAGE_GUARD flag.
        
         | HHad3 wrote:
         | (Wrote anti-cheat software in the past.)
         | 
         | There are multiple ways to detect this. Hardware breakpoints
         | were already mentioned, but they only work per thread, so if
         | one is sniffing on your memory from another process or the
         | kernel then these won't help.
         | 
         | The most stealthy and evil way I found was to allocate a page
         | but never actually use it.
         | 
         | Windows lazily allocates physical memory for fresh memory pages
         | when they are first used.
         | 
         | The detection is to periodically poll the page map from your
         | process and check your canary pages via NtQueryVirtualMemory.
         | If your unused page suddenly is backed by some physical memory
         | then something happened to read from it! Bonus-points for
         | putting such canary pages into places previously used for real
         | game data.
         | 
         | This method is not foolproof: Anti-virus programs can read
         | memory of all programs (but don't, Overwatch e.g. does not like
         | this and crashes randomly due to this exact protection method).
         | A bug in the program could also read from the page accidentally
         | (e.g. out-of-bounds array read). But it's a /very/ good
         | indicator that something is wrong when other cheat detection
         | mechanisms also trigger.
         | 
         | Once you know how this works it's pretty easy to defeat
         | unfortunately: Read the page map first, then avoid reading
         | pages that have no backing physical memory, because those
         | contain no useful data at best and are canary pages at worst.
        
           | pixl97 wrote:
           | Hmm, this sounds like you should always run your cheat tools
           | with the executable name/faked exe information of anti-virus
           | application.
        
             | rogers18445 wrote:
             | I used to work on an anti-cheat briefly, and migrated away
             | form relying on Windows API to do this as the parent
             | comment suggested, instead we used cache timing "attacks".
             | 
             | Antivirus was a concern but easily solved by the fact that
             | cheats access memory many times a second, antivirus does it
             | rarely if ever.
        
               | HHad3 wrote:
               | Author of parent comment here: Interesting insight! I
               | love (and somewhat miss) this industry because the game
               | of cat and mice is never over.
        
             | HHad3 wrote:
             | Oldest trick in the book, good luck faking the PE signature
             | to match the vendor's certificate ;-)
             | 
             | (Jokes aside, the kernel does not provide any information
             | about which application reads a canary page. It's best to
             | just use this as necessary condition and take it with a
             | good pinch of salt.)
        
       | cabirum wrote:
       | So they detect reads from an external process? What if, instead
       | of an exploit app, an antivirus read the memory?
        
         | marcinzm wrote:
         | Presumably the access pattern (ie: how often, which regions,
         | etc.) of a hack is very different than an antivirus.
        
           | Jamie9912 wrote:
           | The article just says anything that read that section
        
             | cathdrlbizzare wrote:
             | There are all sorts of security software that could do
             | this. Antivirus, DLP, and more.
             | 
             | Conflating a variety of possibilities and relying
             | correlation doesn't reduce to intent or prove causation.
             | 
             | OTOH: Don't play computer games on company hardware unless
             | it's part of the job.
             | 
             | I don't have skin in this computer game. To stay ahead of
             | cheaters requires constant vigilance and creative solutions
             | to scale detection.
        
             | marcinzm wrote:
             | If I was them I wouldn't give out all the details on this.
        
               | cathdrlbizzare wrote:
               | Security through obscurity isn't security.
        
               | Wowfunhappy wrote:
               | This isn't security in the same sense, and consider they
               | also do ban waves for a reason.
        
             | GuB-42 wrote:
             | It only said "Each of the accounts banned today read from
             | this "secret" area in the client", it also said you _can_
             | get banned if you read data from the game client memory.
             | 
             | Reading from that section was a necessary condition for
             | this wave of bans, but they didn't say it was sufficient,
             | and that they didn't do any additional checks.
        
         | MagicMoonlight wrote:
         | Yeah yeah of course, it was your brother who was cheating and
         | we should unban you.
         | 
         | Come on, how naive do you think they are? Antivirus doesn't
         | load player_pos[4] every 35ms.
        
       | fatfox wrote:
       | Any top players banned? ;)
        
         | Festro wrote:
         | A Chinese team called Knights were suspected of cheating with
         | an exploit that might have been detectable through this
         | honeypot method. However, so far, the whole team continues to
         | play in the current major tournament that began yesterday in
         | Lima.
         | 
         | The honeypot doesn't seem to have had anywhere near a 100% hit
         | rate on users of a well-known exploit system. Lots of
         | exploiters self-reporting that they have had some of their
         | accounts, but not all, banned.
         | 
         | Valve have likely been fairly careful in reviewing the results
         | from this method. It's a banwave after all, not an automated
         | detection system that issues bans in realtime. Also worth
         | noting that exploiters have reported game bans, account bans,
         | and VAC bans, from this wave. So, the severity of the
         | punishment seems to have been measured against some metric too.
         | It's not a simply boolean of 'UserExploit=True', there's shades
         | of grey involved.
        
           | thrdbndndn wrote:
           | Rumors (from Chinese community) also said that the honeypot
           | was only implemented after Knights "incident". They could
           | (would be stupid to not, _if_ they did use) simply stop using
           | hacks after they were in spotlight.
        
       | NKosmatos wrote:
       | Nice move and it's better that they're open about it so that any
       | wannabe cheaters might consider it. On the other hand, what is
       | stopping cheaters from creating new accounts and trying to read
       | data from the client with a new exploit or other means?
        
       | FartyMcFarter wrote:
       | > This software was able to access information used internally by
       | the Dota client that wasn't visible during normal gameplay,
       | giving the cheater an unfair advantage.
       | 
       | I'm curious what this information was - does the Dota 2 client
       | have access to all the game state including players hidden from
       | view?
        
         | Ekaros wrote:
         | Not all state, but very often in networked game the client
         | needs to know information of what is soon to be visible. Say
         | two characters approaching each other with fog of war. For
         | latency compensation it makes game feel better for this to be
         | send to client sometime before client renders the other
         | character.
        
         | brookst wrote:
         | Don't know about "all state", but consider that the graphics
         | are rendered client side, where the polygons are loaded into
         | the GPU. The GPU checks for occlusion and renders what's
         | actually visible. The GPU is also responsible for shadows and
         | reflections, both of which can come from offscreen or occluded
         | objects.
         | 
         | For that to work, the client needs to know at least where every
         | player / model / polygon is within some range and field of
         | view.
         | 
         | As fast as the game moves and as much freedom as players have
         | to change their position and heading, it's likely that
         | everything anywhere near the player is computed and sent to
         | GPU.
        
         | Festro wrote:
         | So, there's a character in the game that has a passive ability
         | that lets it recover HP faster if they are not being observed
         | by the enemy.
         | 
         | That ability necessitates a function that checks for enemy
         | vision, from heroes or from static observer wards that you can
         | buy.
         | 
         | From an exploit perspective that is a huge boon to use for a
         | variety of purposes. Lately it may have been used to allow
         | exploiters to detect those purchaseable wards so that they can
         | be countered and removed in gameplay.
        
           | FartyMcFarter wrote:
           | Interesting. I would have thought such an ability would be
           | implemented by increasing the HP on the server and then
           | sending the new HP value to the client. But perhaps this is
           | impractical for some reason.
        
             | tikkabhuna wrote:
             | I'm wondering what the client vs server is responsible for.
             | I would have thought the server could have been responsible
             | for adding/removing the buff where necessary.
             | 
             | Curious as to how health regen is done in general. The
             | server must have some sort of understanding of what it
             | should be otherwise clients could set it to whatever they
             | want.
        
             | Festro wrote:
             | I think it's a matter of network performance, and the
             | visual bugs that you can create without due care in such a
             | fast-paced online game.
             | 
             | Valve have commented on this hero's mechanics, and issued
             | fixes relating to client/server-side interactions within
             | the past year in fact. But apparently, the exploiuts still
             | exist.
             | 
             | Their comments have been around how redoing such mechanics
             | can cause undue lag between clients that need to be 'caught
             | up with' as quickly as possible. Too long and a client
             | could see something they shouldn't and get a competitive
             | advantage. Valve don't want to have a server updating 10
             | clients on 10 different network connections if they can
             | avoid it. The compromise is to do more client-side, but
             | that leaves the system vulnerable to such exploits.
             | 
             | Considering that the game includes fog of war, and
             | invisibility mechanics, visual bugs from these systems do
             | crop up a fair bit.
        
       | izzydata wrote:
       | I have found over the last 5 years that it is impossible for me
       | to take online multiplayer gaming serious in any capacity
       | anymore. Cheating has become so rampant and so ubiquitous that I
       | have no confidence in any online gaming match to be cheater free.
       | If people are cheating then what am I even playing for? It's only
       | fun for me when I know there is some semblance of integrity
       | between the players, but nobody else seems to care. I don't even
       | particularly care about being good or winning. You wouldn't cheat
       | at tic tac toe despite the inherently low stakes of the game so
       | it doesn't seem any different in any other video game.
       | 
       | I also have no trust in any sort of gaming related records of
       | feats of ability. I've been deeply involved with gaming
       | communities in the past where people would show off their world
       | records. I would question such scores only to be flamed and then
       | years later it is discovered they were cheating after all.
       | 
       | Really my only point is that I despise cheaters and any game that
       | isn't single player or only between friends may as well not exist
       | for me anymore.
        
         | arecurrence wrote:
         | Bots have been improving a lot in recent years. It may be that
         | the future is not multiplayer but single player with excellent
         | bots... maybe Sliders got the end times wrong :)
        
           | aaomidi wrote:
           | I am so annoyed I can't play league with those awesomely good
           | boys. Seriously just let me stop interacting with angry man
           | children and give me bots.
        
         | abathur wrote:
         | It is, at least, supremely satisfying to pwn a blatant cheater.
         | 
         | One time there was a blatant hacker on the Markov server in the
         | original PlanetSide (a TR player with a name like iIiIiIiiIiii)
         | that was using some sort of time/speed hack to move and shoot
         | at some large multiple of normal.
         | 
         | They were having a lot of fun camping inside towers to kill
         | people spawning there, so I managed to camp out in one before
         | they arrived and held a good corner with my trusty bolt driver
         | (sniper rifle). I managed to pop them once on their way up the
         | tower, and I think they were moving so fast that they didn't
         | realize it'd happened until they got to the top. Just enough
         | time to reload and switch angles for them to come back down.
         | 
         | I know the hacker was there to enjoy ruining fun for others,
         | but they gifted me what was unambiguously the most
         | exhilarating, triumphant, and memorable of the 25K+ bolt driver
         | and 40K+ total kills I recorded.
        
         | 2OEH8eoCRo0 wrote:
         | > it is impossible for me to take online multiplayer gaming
         | serious in any capacity anymore
         | 
         | I'm a gamer but I don't think that they're meant to be taken
         | seriously.
        
           | izzydata wrote:
           | That's not exactly what I mean by serious. I only play games
           | for fun and don't consider anything that occurs in said games
           | important to my life. But I am not going to spend the time
           | playing something that has cheaters as it reduces the value
           | of the experience to nothing for me.
        
         | babypuncher wrote:
         | I don't know what games you play, but in the games I play
         | (Mostly Overwatch), cheaters are a pretty rare sight.
        
           | [deleted]
        
         | AlexandrB wrote:
         | IMHO, the only reliable solution is community-managed or
         | "dedicated" servers where there are trusted admins that have
         | the power to ban cheaters at their own discretion. I don't
         | think this problem is solvable "at scale" in the general case.
         | Unfortunately the gaming industry has spent the last decade
         | taking power away from gaming communities and replacing it with
         | proscribed matchmaking and map rotation - so the tools for
         | community policing haven't advanced much beyond a "report"
         | tool.
        
           | charcircuit wrote:
           | Another solution is the console approach where the platform
           | is secured so people can't cheap. This approach does scale.
           | The PC platform is still playing catch up. Someday
           | multiplayer games will be able to prevent cheats from reading
           | / writind it's memory or injecting come into the process.
           | They will be able to use remote attestation to prove that
           | they are using the actual game client on not cheater
           | operating system.
        
         | JohnClark1337 wrote:
         | I feel like I've "aged out" of online multiplayer gaming. I
         | could pick up COD for maybe the hour or two of gaming time I
         | have a day and immediately be dominated by those younger who
         | have a vast amount of more time to hone their techniques. Or I
         | could play something single player (or something that can
         | easily be played single player like an MMO) that relaxes me
         | after a stressful day at work. I choose the latter.
        
           | int_19h wrote:
           | Online multiplayer doesn't have to be competitive, though,
           | and co-op seems to be growing in popularity after PvP peaked
           | a while ago.
        
           | mrguyorama wrote:
           | Except, ten years ago "older folk" COULD enjoy much less
           | competitive online multiplayer experiences. I place the
           | moment Call of Duty started spawning you randomly during team
           | deathmatch as the marker. Instead of spawning in a safe zone
           | with clearish "Fronts" to approach and attack and plan
           | around. Instead, you spawn randomly, often with your back to
           | an enemy, and half the time you spawn you instead have an
           | enemy's back to you. I hypothesize that quick "yeah I got a
           | kill" made the game more attractive to kids, and not allowing
           | you to plan and implement any sort of individual strategy
           | other than "click heads faster than the other guy" made
           | online games more demanding in ability.
        
         | armchairhacker wrote:
         | I don't like online multiplayer but instead of cheaters it's
         | because I just suck: most of the time almost everyone is just
         | better than me, and it seems like I lose way more than 50% even
         | with SBMM. I think it's not just cheaters that are the problem,
         | it's skilled players who artificially lower their ranking so
         | they can play against less skilled players and win more.
         | 
         | A really smart SBMM would solve both problems. One that not
         | only prevents players from artificially dropping rank, but also
         | hiding their skill and maintaining a lower rank; and perhaps
         | instead of an ELO, also matches players with similar play-
         | styles. Because then cheaters will quickly end up in a rank
         | with other cheaters, and won't be able to leave unless they buy
         | another copy of the game.
        
         | mchaver wrote:
         | It sucks and I suppose things will only get worse as AI
         | improves. The unfortunate thing with computers is once easy
         | automation is available and there is a reward for winning, then
         | these systems will attract cheaters, spammers, etc. Spam email,
         | online game cheaters and the most recent example Clarkesworld
         | Magazine that had to close submissions because so many people
         | were using AI systems to generate low quality stories.
         | 
         | The only positive thing is maybe gamers will push for more
         | local multiplayer options.
        
           | ShrimpHawk wrote:
           | AI has actually been working against cheaters. Using server
           | side measurements fed into an AI like OSRS does has
           | drastically cut down on the number of cheaters. Mass amounts
           | of data can be collected of users mouse movements that when
           | fed in can detect cheaters using aim botting in FPS. Valve
           | actually does some of this already as well to reduce the
           | number of blatent cheating overwatch candidates in CS:GO.
        
         | nwallin wrote:
         | > You wouldn't cheat at tic tac toe despite the inherently low
         | stakes of the game so it doesn't seem any different in any
         | other video game.
         | 
         | It takes a minimal amount of study, training, effort to be a
         | perfect tic tac toe player. If you put a small amount of effort
         | into it, you can get skilled enough at tic tac toe to never
         | make any mistakes, to never end up with a result less than a
         | draw. No amount of improvement will ever give you a better
         | result.
         | 
         | Not so with nearly any online game, especially one with as high
         | a skill ceiling as Dota2. You can _always_ get better, there 's
         | _always_ room for improvement, there 's _always_ someone better
         | than you. If you could get just a little bit better, you will
         | win more games, no matter how good you are.
        
         | dyingkneepad wrote:
         | Play fighting games! You may complain about smurfs, the
         | netcode, input latency or S++ tier characters, but you'll never
         | complain about cheaters.
        
           | whateveracct wrote:
           | Or you can go play with people in person and not complain
           | about anything :) except the busted characters I guess haha
        
           | unshavedyak wrote:
           | Why is that? There's plenty of computer opponents in fighting
           | games (offline/campaign/etc), wouldn't bots be possible to
           | cheat with?
        
             | serf wrote:
             | my take : you won't notice the cheaters because the modern
             | fighting game genre is a DLC-laden garbage fire ; you're
             | unlikely to complain about the cheaters ..
             | 
             | ...but admittedly i've been turned sour by a few purchases
             | recently in that genre .. so i'm probably just axe-grinding
             | ;)
        
             | aseipp wrote:
             | Several reasons but one is that, a lot of games where
             | cheats are super effective are places where you can have
             | "silent" advantages like ESP, equipment data, silent aim
             | adjustment for better headshots/tracking, etc. These rely
             | on the ability to not be detected and are extremely subtle
             | when compared to normal gameplay. The more subtle, the
             | harder to detect. Little of this applies in a fighting
             | game. It's largely a mind game, not a game of inputs or
             | technicalities. You're on the same level, can see
             | everything. The only hidden information is what
             | moves/combos you have, your opponent has, and how much
             | information your opponent has on you. You have to be able
             | to read your opponents moves, and respond appropriately.
             | You have to trick your opponent and bait them into a
             | scenario that is in your favor. Attacks have definitive
             | strengths and weaknesses, and certain baits are better
             | against certain people. If you attack me, and I intercept
             | your attack with a "crushing blow" that simply overpowers
             | your attack -- there's nothing the cheat can do to stop
             | that, short of just like, breaking the game and undoing my
             | damage. If I bait an attack, and you do it, and I dodge it
             | by laying on the ground -- it can't retroactively change
             | your input. If I set you up for a combo and begin wailing
             | on you, the cheat cannot generally stop that. These games
             | have mechanics where certain inputs just can't follow other
             | inputs, where inputs are buffered certain ways, where there
             | are vulnerability windows, etc. Exploiting these are key to
             | success and cheats can't stop these mechanics.
             | 
             | An example is Tekken where I play as Lei Wulong. He's
             | extremely uncharacteristic and idiosyncratic, to the point
             | that if you fight actual Lei players -- it's immediately
             | obvious that bots don't play the same. One of my friends (a
             | newer fighting game player) particularly hates my playstyle
             | and tried to scrim against Lei bots to practice, but
             | instantly realized they play nothing like me or any other
             | Lei. Lei is a rare character to play. So he had to just
             | keep scrimming, really.
             | 
             | Many fighting games also have literal handicap mechanics
             | that might be seen as equivalent to cheating in some
             | capacity, but for the same reasons, it doesn't matter. They
             | are often there to level the playing field, which is
             | considered fair. Basic Combos in Tekken allow even the
             | simplest of players to pull off powerful moves like Wind
             | God Fist, but it doesn't matter how easy Wind God Fist is,
             | I can and will still beat them even with that handicap,
             | with no special moves of my own, because I can just read
             | their attacks and respond and punish all of them and set
             | them up and bait them endlessly.
             | 
             | That said cheating does happen but often it's the last
             | thing on my mind. Bullshit characters that are unbalanced
             | is where all the complaints go. ;)
             | 
             | TL;DR Humans have distinct fighting styles, and fighting
             | games are largely mind games once you get into them. Cheats
             | that are subtle enough to avoid detection can often easily
             | be outplayed because of it.
        
             | zero_one wrote:
             | There are bots for fighting games like the Rzr Infiltration
             | bot for SFV and Smashbot for SSBM[1] which are good enough
             | to take games off pro players. I'm not aware of it being
             | abused at scale. Most people cheating in shooters or mobas
             | aren't using full game-playing agents. They're using
             | aimbots/skillshot scripts where you still need to move
             | around and interact with stuff. Similarly, cheating in
             | fighting games is typically done with button macros, so
             | there's constant discussion on controller legality.
             | However, button macros will only get you so far in fighting
             | games, while an aimbot can get you close to the top of the
             | ladder if undetected.
             | 
             | https://github.com/altf4/SmashBot
        
         | chongli wrote:
         | _You wouldn 't cheat at tic tac toe despite the inherently low
         | stakes of the game so it doesn't seem any different in any
         | other video game._
         | 
         | That's the difference. The stakes are way higher in video
         | games. People pour thousands and thousands of hours into these
         | games. They dream of going pro and joining one of the big
         | teams. They dream of winning the big tournament for real money.
         | They dream of having a popular Twitch stream with many
         | thousands of viewers throwing even more money at them.
         | 
         | Most fall far short of those dreams. Instead they throw temper
         | tantrums and rage at their teammates over voice chat. Some get
         | so frustrated about their lack of progress that they search for
         | alternative means. That's where cheating begins. It's really no
         | different from sports.
        
           | AmVess wrote:
           | There's the cheating, and then there's the fact that there
           | are far too many man-children everywhere these days. They
           | whine, complain, throw tantrums worse than toddlers do. It is
           | absolutely painful to hear a grown man whining about
           | something in a GAME.
           | 
           | For instance, I played a free to play game. The servers just
           | went live and it was the VERY FIRST MATCH of the game. It
           | wasn't soon before one guy on our side was crying because we
           | all sucked. I see this type of behavior everywhere.
        
             | pixl97 wrote:
             | >everywhere these days.
             | 
             | Whenever you have a sentence that has 'these days' and is
             | describing human behavior, just leave off these days.
             | 
             | Humans have been cheating pieces of shit throughout
             | history, especially when they are in a position where there
             | is no recourse from the other parties in the transaction.
        
               | raspberry1337 wrote:
               | This assumes that average human behaviour does not change
               | over time, which seems quite unlikely to me.
        
             | mrguyorama wrote:
             | I've been that guy. It's hard to have fun in the modern
             | "you will be FORCED to lose 50% of the time" matchmaking
             | systems, compared to the small communities of the past.
             | When I loved playing Halo 1 on the PC, you could actively
             | chose how you were feeling that day, whether you wanted a
             | very competitive match, or whether you just wanted infinite
             | rockets with no shields so everyone's bodies are flying all
             | over. You could have a relaxing game of chaotic fun, or you
             | could load up a giant map sniper duel, or a very classic
             | sidewinder CTF that requires teamwork and cunning and
             | individual talent to make things happen.
             | 
             | Instead, every single game now is optimized for streamers,
             | content creators, and a small "Professional" scene. So now,
             | when a single popular youtuber wants a meme gun, the devs
             | add a powerful slug to the double barrel shotgun and a red
             | dot sight, so that youtuber can make a highlight reel of
             | headshotting people across the map with a damn shotgun
             | while throwing the entire tactical part of the gameplay out
             | the window. The community spends 6 years complaining about
             | a tactic that is basically just spawn camping, and the
             | publisher gives radio silence, but there's a weird, niche
             | tactic using your favorite character in the pro scene that
             | is SLIGHTLY better than random in effectiveness, and you
             | better believe that character is getting a hard nerf.
             | 
             | Now I boot up the game, and if I have a good match where I
             | did better than expected, the system responds to that by
             | putting me in a much harder game, where I'm expected to
             | lose, because that 50% win rate must be ENFORCED. Even if
             | you constantly improve at the game, you just get put in
             | front of more and more talented people, wiping out any joy
             | you might experience from your improvement. Meanwhile, you
             | continually get destroyed by 12 year olds that don't have
             | to cook dinner every night and have plenty of time to hone
             | their skills. These systems are even implemented in
             | """Casual""" game modes, which are then full of pro players
             | on new accounts making youtube highlight reels.
             | 
             | So yeah, excuse my old man anger, I just literally lived
             | through a better time. Right now it is impossible to sit
             | down with my friends and enjoy a PVP game together, because
             | casual multiplayer has been thrown to the wolves, often in
             | service to memes.
        
               | Gordonjcp wrote:
               | > whether you just wanted infinite rockets with no
               | shields so everyone's bodies are flying all over
               | 
               | I did a Quake mod a bit like that, infinite rockets with
               | massive explosive damage that did very little to your
               | health but blew you right across the map. You could take
               | about four or five direct hits from a rocket if you were
               | pinned somewhere but mostly you'd take falling damage
               | from bouncing the hell off the skybox.
               | 
               | Yes, it was stupid.
               | 
               | Yes, it was more-or-less unplayable.
               | 
               | Yes, it was as fun as it sounds.
               | 
               | I should resurrect that, if I can still find the code.
        
               | vel0city wrote:
               | It kind of sounds like a good bit of the issue you see is
               | that you end up with an about 50% win rate on large
               | timescales. Isn't this kind of an ideal outcome though?
               | Its not like its statistically possible for the majority
               | of players to have a >50% win rate. Wouldn't you having a
               | higher than 50% win rate essentially mean other players
               | have a lower than 50% win rate?
        
               | AmVess wrote:
               | Average WR on these games is 47%. Ideally, the game
               | should be designed with 50% as a goal by putting people
               | of similar skills in matches with each other.
        
               | serf wrote:
               | only if you're trying to fulfill some player-psychology
               | goal; skill isn't really partitioned that way in any real
               | life scenario.
               | 
               | that's exactly why casual multiplayer lobbies suck, it's
               | a 'Find Now' magic button with no data other than your
               | previous games, rather than a lobby where I , an expert,
               | can join "Experts Lobby #3030", create a small friend
               | network on that server, enjoy repeat sessions, etc.
               | 
               | Yes, they tried to fix the social aspect with friend
               | lists/etc, but they also got rid of the homeopathic
               | solution of user self determination for the sake of
               | making the game more onboard-able for novices and casual
               | players.
               | 
               | I say '... the game' a few times, you can apply these
               | ideas to practically any modern multiplayer game out
               | there nowadays that's even a bit popular.
        
               | mrguyorama wrote:
               | No, the ideal outcome is not a 50% winrate. The ideal
               | outcome is to enjoy the time I spend playing. That is
               | entirely disconnected from how good or bad I do on a
               | given day.
               | 
               | The way my friend plays Rainbow Six Siege gets him killed
               | every single time without fail. But following "the meta"
               | is really not fun for him. Instead of being able to find
               | a community where we can play with people who might not
               | be as bad at the game as us but are interested in
               | everyone having fun, he gets thrown into the same generic
               | "Casual" pool as everyone else, including kids who play
               | 24/7 and streamers on smurf accounts building a highlight
               | reel. There's no room for playing around, for trying
               | different things, for just playing unoptimally. If you do
               | anything not in "The meta", then you lose, repeatedly,
               | and then the system forces you against literal children
               | to ensure you win often enough to keep that 50% winrate.
               | 
               | Like I said: In the past I could choose when I wanted to
               | have fun, be lighthearted, and screw around by joining
               | more casual servers. Then if I wanted to be competitive,
               | I could join a more serious server, with more strict
               | rules and systems, and play against both people much
               | better than me, and much worse than me at the same time.
               | 
               | Now you have no choice, because everyone is in the same
               | pool, so if you don't play "the meta" or do something
               | nonstandard to have fun, you will be crushed, and then
               | placed against terrible kids, and then placed against
               | really good kids, over and over again. There's no room
               | for casual gameplay because the "casual" section of
               | matchmaking isn't casual.
               | 
               | The most fun we ever had playing Siege was getting a
               | group of 8 people together to play "custom" games. The
               | variability of skill was a huge and important part of the
               | experience. We knew we had to carefully balance the teams
               | for things to not be absurd, and we knew that playing
               | "the meta" wasn't the best strategy in this case because
               | you couldn't assume your teammates to play like perfect
               | robots, giving you the freedom to try different
               | strategies. This is also why people get so damn angry
               | when you don't follow the meta and play like a perfect
               | robot who has memorized all the strats, because if you
               | don't, your team will most certainly lose. You could
               | enjoy games you were bad at in 2001, because game design
               | wasn't so aggressive about "perfect matchmaking" and
               | "perfect competitiveness". I don't want my fun afternoon
               | game to be a damn esport.
        
               | metalcrow wrote:
               | How did the older games actually accomplish this? I would
               | guess that if you just throw people into a match at
               | random, on average half are going to be better then you,
               | and half worse. So random matches will end up a 50% win-
               | loss anyway unless you're especially good or bad at the
               | game (compared to the rest of the population). So if most
               | of the game's playerbase is kids who can afford to play
               | 12 hours a day, normal people like us would likely get
               | worse then a 50% loss rate with the random system!
        
               | aidenn0 wrote:
               | Many games didn't have a global list of servers, so you
               | just connect to a server you know.
               | 
               | Even games that _did_ have a global list of servers, one
               | wouldn 't necessarily always play on random servers, but
               | have some favorite servers (often ping-based, which means
               | geographically local, to some degree) and play on those.
        
               | scrlk wrote:
               | > How did the older games actually accomplish this?
               | 
               | Using Counter-Strike as an example: no matchmaking system
               | - relied upon community hosted servers offering a wide
               | range of game modes (official and community created).
               | More competitive matches (pick-up games) were often found
               | via IRC.
        
               | pie_flavor wrote:
               | This is, ironically, one of the best reasons to try a
               | battle royale game like Apex Legends. Once winning at all
               | is put far out of reach, the psychological aspect to
               | losing vanishes and you can have fun purely with
               | gameplay. The extent of SBMM in a chaotic anything-goes
               | game like Apex is one lobby for KDRs below 2.0 and one
               | lobby for those above, and despite firmly being in the
               | 'below' range it's never gotten old.
        
           | izzydata wrote:
           | When I was younger I probably would have thought it would be
           | awesome to make money from playing video games, but now I
           | feel like the activity changing from a hobby for fun into a
           | livelihood has only been for the worse. This trend may exist
           | for many other hobbies as well such as blogging or making
           | internet content.
        
             | spiffytech wrote:
             | > The overjustification effect occurs when an expected
             | external incentive such as money or prizes decreases a
             | person's intrinsic motivation to perform a task. ... Once
             | rewards are no longer offered, interest in the activity is
             | lost; prior intrinsic motivation does not return, and
             | extrinsic rewards must be continuously offered as
             | motivation to sustain the activity.
             | 
             | https://en.wikipedia.org/wiki/Overjustification_effect
        
             | AlexandrB wrote:
             | One of the things that drove me nuts about Overwatch 1 was
             | the common demand from other players that you employ the
             | pro-league meta when playing even at the lowest levels. A
             | lot of players seem to imagine themselves as the next Ninja
             | (or the Overwatch equivalent) in training and playing
             | multiplayer in that environment is not much fun.
             | 
             | See also this video about why it's considered rude to suck
             | at WoW: https://www.youtube.com/watch?v=BKP1I7IocYU
        
               | aaomidi wrote:
               | Every gamer is a temporarily embarrassed pro?
               | 
               | I wonder if that same analogy applies.
        
               | nemothekid wrote:
               | No; Overwatch 1 was unique in that a single player trying
               | to do something "off-meta" meant all 5 other players had
               | to play around that one player, and if you were losing it
               | was very frustrating. The game's design and balance IMO
               | was inherently toxic. Everyone "practiced" the "pro" meta
               | so there was unspoken rule book on how people understood
               | how to play the game. One person being off meta was
               | almost like demanding the entire team play rugby when you
               | thought you were playing football. The game wasn't
               | flexible enough to allow individual experimentation.
        
               | invalidOrTaken wrote:
               | There was plenty of room for individual experimentation
               | ---it was the _players_ who weren 't flexible enough.
               | Before role queue, any particular player could, at the
               | drop of a hat, mid-match, mid- _life_ , switch to another
               | of 21 _very_ different heroes. Hard for a game to get
               | more flexible than that!
               | 
               | But in the end, it seems the players didn't want that,
               | and instead wanted _less_ flexibility for their teammates
               | and the enemy team.
        
         | anigbrowl wrote:
         | Another problem with multiplayer is that if you don't cheat but
         | play well, people who lose to you can be so whiny and abusive.
         | Not jut in game, but following up with nasty emails on the
         | platform etc.
        
           | pixl97 wrote:
           | It's been 19 years since this was posted, and I don't expect
           | the truth behind it will ever change.
           | 
           | https://www.penny-arcade.com/comic/2004/03/19/green-
           | blackboa...
        
         | yamtaddle wrote:
         | I remember joining games of Dark Forces: Jedi Knight in the
         | '90s and finding someone playing as a TIE fighter. Like, a
         | _full size_ TIE Fighter, not a model scaled down to person-
         | size. And insta-killing anyone who came near. Mind you, this is
         | a (mostly) first-person shooter that doesn 't normally have
         | player-drivable vehicles of any kind.
         | 
         | That and similar ridiculousness were fairly common.
         | 
         | I actually didn't mind that stuff, it was funny enough to
         | outweigh the irritation of not getting to play a real match.
         | The ones cheating without making it overt were the ones who'd
         | truly ruin a match.
         | 
         | > You wouldn't cheat at tic tac toe despite the inherently low
         | stakes of the game so it doesn't seem any different in any
         | other video game.
         | 
         | I don't get it, but people do cheat. They cheat in online
         | games, they cheat at board games, they cheat at tabletop
         | RPGs(?! and no, I don't just mean the DM fudging some roles in
         | the name of fun--they have a screen _for a reason_ ) [EDIT]
         | What I mean is, there must be _some_ impulse to do it, even
         | when the stakes are nonexistent and it might even ruin the fun
         | for everyone. It 's not even uncommon. I don't get it either,
         | but it must be there.
        
         | tester756 wrote:
         | League of Legends is the game where cheating is rare as hell or
         | 
         | hard to spot because it doesnt give as big advantage due to
         | game mechanics/dynamics.
         | 
         | Majority of cheaters that I've met were when I've been leveling
         | new account
         | 
         | Also:
         | 
         | Today on HN we complain about cheaters
         | 
         | Tomorrow we will complain about kernel rootkit from anti-cheat
         | software and someone will argue that server-side should be
         | enough :)
        
         | CaliforniaKarl wrote:
         | I suggest having a look at Deep Rock Galactic
         | (http://deeprockgalactic.com). It's a coop-first game (that is,
         | it's meant to be played with others, but can be played solo)
         | that is PvE (that is, you & others are working together,
         | against "the environment").
         | 
         | Missions are arranged into five difficulty levels ("Hazard 1",
         | a.k.a "Haz1", the easiest, through "Haz5"). I've found that,
         | when playing with random people, Haz2 or Haz3 gets you a good
         | combination of players. Of course there are toxic players, but
         | the proportion of them (that is, the number of toxic players as
         | a percentage of the playerbase online at any given time) is
         | low.
         | 
         | I think Haz4--more difficult than Haz3 but not Haz5--has a
         | higher chance of toxic players. I avoid Haz5 as it's
         | _extremely_ difficult for my skill level, but I understand the
         | players who regularly do Haz5 missions are good folk.
         | 
         | If you play DRG on Steam, and you ever see me online
         | (http://steamcommunity.com/id/CaliforniaKarl/), feel free to
         | ping me for a mission!
        
       | helf wrote:
       | I do not understand the appeal of cheating in MP games. What is
       | the point of being invincible in a FPS or unlimited gold in
       | something else etc? It takes all the effort and skill out of it.
       | It's like it's a buncha 12yos who cant stand "to lose".
        
       | jiggawatts wrote:
       | This suddenly reminded me of how I was "cheating".
       | 
       | Before the game starts each of the ten players gets to pick a
       | distinct hero for themselves out of a pool of about 120 choices.
       | This is over 10^20 distinct combinations! Each hero has some
       | unique capabilities that combo with allies or counter enemy
       | heroes.
       | 
       | I tried to train a "hero recommender" based on tens of millions
       | of games.
       | 
       | It turned out that this is obscenely difficult because even the
       | best AI training algorithms struggle with such highly noisy
       | labels. A good hero combo might shift win rates by some positive
       | percentage but have a single sample data point, which is a loss
       | because of one stupid kid in the team throwing the game.
       | 
       | You also can't naively simplify the problem into 2-hero or 3-hero
       | combinations because this misses the "total team composition"
       | metrics.
       | 
       | I found some research papers that were just a few months old at
       | the time which covered this corner of the AI training space.
       | Their conclusion were: "We don't know either but it's an
       | interesting problem!"
        
         | sbdaman wrote:
         | dotabuff.com does this on a broader scale (offers hero counter
         | suggestions etc.) A better example is u.gg or op.gg which do
         | this for LoL.
        
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