The item that marks you as a cheater might have been a drop in another invasion, I don't remember. The point remains, once the cheaters realize you have a separate cheaters' matchmaking system, they will weaponize that too.
I believe they can do it completely passively, so you’re kinda screwed if it happens to you :( This is sadly the nature of trusting what clients send you: a hacked client can send whatever it wants and the “anti cheat” in Dark Souls sadly seems to simply just check if an item should be possible, meaning a cheater can trick the game into punishing non-cheaters. Luckily this hasn’t been a problem for me on console, but it certainly does suck on PC :(
There's no winning against cheaters as long as you trust the client. (And it's possible to do it on consoles too, just more rare as the tools are readily available on PC.)
Indeed.
> And it’s possible to do it on consoles too
Sure, but the barrier to entry is higher, so its not done as often. I’ve never noticed someone who was obviously cheating (which doesn’t mean I’ve never encountered any, but if I have, they’ve never been so severe as to do the things mentioned here or for me to notice it)
If a cheater can make items appear out of nowhere, that's not an automation cheat, that's a security vulnerability in the server that should be fixed.
Other games that use (IMHO) broken protocols by trusting the client can't reliably use hellbanning, and I don't think they can reliably do anything.
So everyone's getting hellbanned, at which point no one is hellbanned...
League of Legends has a server in the middle, thus isn't broken, players can't give each other fake items, and hellbanning will work.
I've played online games for many thousands of hours over the past two decades and I can count the number of times I encountered a blatant cheater on my hands. Every time it actually happened people had a good laugh about it and either hopped servers or banned the person cheating. Sure I have probably unknowingly encountered a bunch of map and wall hackers but I didn't know so it didn't degrade my experience. For all I knew those players were just better than me, plenty of those around. Having played with some extremely high level players in various games, it actually feels like the good players are using map/wallhacks more than the actual hackers because they have such good gamesense.
On the other hand, I have been accused of cheating more times than I have actually for sure encountered real cheaters. It isn't fun when a server turns sour because everyone is accusing each other of cheating and getting salty over nothing.
Of course, if cheaters are allowed to completely run rampant this isn't the case. But any game with a modicum of community power to enforce rules won't have that problem. The major places you reliably encounter cheaters are non-private servers and matchmaking services that have essentially been abandoned by the developers.
People with hacked 999999999-damage guns warp in, splat everything and even if they dont steal all the loot, they make the entire game pointless.
You couldnt do anything about it but leave. There was no ban system users could appeal to.
Though some fun memories were had with cheaters in other competitive games, like coordinating to try to take down or hide from literally invincible opponents.
Not only is it not fun, it's discouraging. And it's one of the big things that led to me quitting the game.
I have also often wondered if cheaters choose other regions than their own to exploit in, hence why little ol' Australia gets so many of them.
Some are simply curious experimenters, others are trolling, others want to make videos doing the impossible etc.
I wish there was another path out of this mess than the current arms race. It would be interesting what effect would result in providing a sandbox mode where cheating were allowed to see if it would reduce cheating in general population.
If a player is flagged for cheating, they could take on an "aura" in the game. Maybe different types of auras for different types of cheating or for the types of events that took place around the cheating. It could grow stronger with more flags or fade with time. Fine-grained detection of auras could be a sought-after perception skill.
The in-game community could decide how they want to treat different types of cheaters. You could see interesting things like self-segregation or vigilante organizations.
You still have to intervene a lot to block gold farming bots or whatever, but I think you can keep the vanilla players and most cheaters happy.
0% means you make as little progress as possible, level up as few times as possible, pick up as few items as possible, and otherwise avoid progress other than completing the objective.
100% means you pick up every item, finish every quest, etc...
any% means you do whatever you have to in order to get through as quickly as possible.
That said, there are different levels of glitches, exploits, and external tools allowed in different speedruns. TAS (Tool Assisted) speedruns would probably appeal to this crowd.
For instance this run[0] of the NES Super Mario Brothers games where all four games use the same controller inputs and finish in the same second. (Host says 3 games, but it's really 4.)
[0]: https://www.youtube.com/watch?time_continue=3358&v=EHfw-BEuR...
A friend of mine that was cheating hard for a period on CoD 4 only did so for the fun of it and had no intention to ruin the game for the rest players.
I wonder if cheaters are as likely to pay for that stuff as non-cheaters?
2) You ban them.
Frankly I think a zero tolerance approach to cheating makes sense and sends a more serious message. It still looks bad if cheaters exist even to other cheaters, for example a shadowbanned streamer, and makes it harder to take your game seriously.
Trying to keep someone banned is much much harder problem than finding them to ban in the first place.
> It's actually fun for them to compete with each other at who can cheat the hardest and no one else gets hurt.
This part reminds me of 'Open' Battle.net for Diablo 2. Everyone used hacked items in pvp and just tried to have better fake items than their opponents.
Days are crucially important in a game's development cycle. This is because the modern review style is structured around "first impressions", since interest in a game is an L-curve: the first person to get a review out can sometimes claim a lion's share of ad-revenue from possible viewers.
This means preventing cheating "on the order of days" can protect your game's review scores during the most critical review period.
You may still have to ban them from certain elements of your game, like player economies (auction house, etc). But the more legitimate their experience looks the better.
The idea is that instead of fully banning them and triggering the next iteration of the arms race, you trap and release them into a competitive arena for cheaters. It's actually fun for them to compete with each other at who can cheat the hardest and no one else gets hurt. We hooked them up with a community rep. They found bugs and generally improved our security. Everyone won.
There's no way to win with an adversarial approach to cheating IMO, not when you let the client run on their machine