środa, 13 grudnia 2017

Why is hard to stop cheating

EveryGamesCheats.com.pl

Money is power, you often hear, and yet for years Valve Corporation and all its billions was powerless to stop a $20 cheat called LMAOBOX from ruining the fun of Team Fortress 2 for thousands of players. Sometimes players would send in proof of cheats with video evidence, but careful players (often snipers) could use the cheat to show all enemy players on the map, force melee criticals, enable auto-aims and a host of other unsporting tactics with impunity.
When deliverance came last April, it came not from the type of tech one might suppose Valve's billions could buy, but rather from a chance posting of LMAOBOX's source code on an obscure forum. A good Samaritan passed it on to Valve itself, which quickly incorporated it into its Valve Anti-Cheat System and soon after slapped hordes of players with bans. The sweep made some prime catches, including almost 200 players from Team Fortress 2's UGC esports league.
It was hardly an isolated incident, particularly in PC gaming. Cheating so thoroughly plagues gaming that it's long been common to type out "VAC" on Twitch in reference to Valve's cheat sniffer in jest or seriousness when a player scores a beautiful headshot in a game like Counter-Strike: Global Offensive. It made Tom Clancy's The Division near unplayable after launch. Aimbotters overran Star Wars Battlefront.

EveryGamesCheats.com.pl


So what's the deal? Why's it so hard to stop all this with the piles of money big developers and publishers often have at their disposal? It's such a thorny issue that almost no one wants to talk about it. I'd always expected evasive answers when tackling this topic, but I was surprised by the number of blunt refusals I heard from virtually every developer I spoke with about cheating. Some, like Blizzard, hit me with a simple reply about how "it’s hard to get into detail." Others, like Valve, ignored my emails. I almost scored an interview with one of the publishers most affected by cheating, only to be told at the last minute that their intended spokesman was going on a long vacation. And then, naturally, he'd be busy after that.
But Eugen Harton, lead producer at Bohemia Interactive, bucked the trend and chose to talk. Bohemia Interactive makes for a good case study, as DayZ and Arma 3 have long been plagued by cheats, some of which Harton says go for as much as $500. Yet he and his comparatively small team continually crusade against them despite being confronted with death threats, the harassment of relatives, and the sharing of the team's personal information. At GDC earlier this year, Harton related how one angry player had started trying to amass $10,000 to physically confront Harton at the previous year's event, but had only managed to pull together around $300.

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