News for hackers. Stuff that matters.
Re:How anti-cheats catch cheaters using memory heuristics by ARandomerDude on Wednesday January 08, 2020 @12:52AM (#21988717)
Serious question for you gamers out there:

Why would a person go to such great lengths to cheat at a video game? Is there a monetary incentive? Otherwise, it seems like a lot of effort just to increase one's standing on a leader board.

Re:How anti-cheats catch cheaters using memory heuristics by kstenerud on Wednesday January 08, 2020 @03:23AM (#21989476)
There are different kinds of cheaters.

Some like the rush of doing something "naughty".

Some want quick results.

Some want prestige.

Some want to explore and exploit the system itself rather than the game.

Some want to gold farm.

Some want to be like gods.

Some want to automate the tedious parts.

Some want to take down big mobs that can't be taken down any other way.

I once wrote about 400k of Blech code for Macroquest to automate the most tedious parts of EQ grinding, and to automate support party members (running on separate accounts) when I couldn't find a group (before the mercenary system), powerlevel new accounts, or needed more precision to one-group multibox raid targets (for example, Overlord Mata Muram). In many ways it brought the game to a whole new level of challenges due to the difficulty of my targets, and the strategies I needed to employ.

It was actually quite cool, consisting of modules for healing, buffing, offtanking, main tanking, positioning, dd, dots, aggro management, clickies, AA abilities, timers... the works. I had a configuration language that assembled the necessary modules to produce the behavior I needed for a particular task.

All of the dev work involved, at my professional rate, would have come out to 5 or 6 figures, so there's that :P

Re:How anti-cheats catch cheaters using memory heuristics by hnick on Wednesday January 08, 2020 @06:51PM (#21997062)
There's some overlap with your points but I think you missed 2 big ones.

Blatant cheating to troll is one (myg0t "clan" is the first notorious case I remember from back in the day).

Another is "cheating" to fix problems in the game. Some games are really good except for a couple of issues. An example from back in the day is Final Fantasy XI. They programmed it so ALT-TAB would crash the game. They thought this would stop cheaters (Japanese devs don't seem to really get the PC landscape sometimes) but it was just really inconvenient for the rest of us. I hit it by mistake/habit more than once in a tense moment. So a third party hack called Windower was invented to stop this.

Predictably, it was very popular but there were also players saying those who used it were dirty cheats who deserved a ban. Alsod predictably, because it already operated in a grey area, it received a number of QoL updates and features including add-on support and scripting where anyone could easily develop things that clearly crosses the line.

Re:How anti-cheats catch cheaters using memory heuristics by kradroy on Wednesday January 08, 2020 @01:45PM (#21994434)
I used Macroquest as well for leveling up tradeskills. I did a few skills manually. Blacksmithing was the worst, and there was no way I would do it manually. I also used ShowEQ for checking whether certain mobs were up in a zone.

Looking back there was a lot of tedium in Everquest. Tradeskills. Attunement. AA points. Traveling was a pain in the first few expansions. I don't deny that I was cheating, but certain types of cheating can reveal flaws in the fundamentals of the game.

Re:How anti-cheats catch cheaters using memory heuristics by technofiend on Wednesday January 08, 2020 @03:46PM (#21995609)
>Looking back there was a lot of tedium in Everquest.

The original game designer Brad McQuaid (RIP) defended that tedium, particularly around things like travel, as necessary to give you a feeling of achievement. He was also worried about inflation in the economy. Although I have some warm memories of playing EQ I vehemently disagree with his views on game mechanics. In retrospect I realize I enjoyed his art style more than anything. I plan to give the follow on Pantheon a miss because it too plays to the poopsockers of the world.

Re:How anti-cheats catch cheaters using memory heuristics by inetknght on Wednesday January 08, 2020 @09:58AM (#21991960)
Some want to role play but the game didn't provide the sandbox for it.
Re:How anti-cheats catch cheaters using memory heuristics by withinboredom on Wednesday January 08, 2020 @12:17PM (#21993460)
Some just want to enjoy the story-telling and skip the bs.
Re:How anti-cheats catch cheaters using memory heuristics by Wowfunhappy on Wednesday January 08, 2020 @01:06PM (#21994020)
There should be a distinction between single player and multiplayer games. I've absolutely used cheat-engine in single player games.

If it was up to me, entering the Konami code would unlock everything in every single player game. Everyone has the right to access content they've purchased in the way and order they see fit.

But when you're playing with other people there's really no excuse.

Re:How anti-cheats catch cheaters using memory heuristics by ggggtez on Wednesday January 08, 2020 @01:30PM (#21994295)
I think this shows a fundamental misunderstanding of multiplayer games, to be honest.

Consider games like WoW. Ask anyone what the game is like, and you'll find that the game "doesn't really begin" until you are already max level. That is, the "real" content of the game is all of the Guild-related activities. Everything up to that point is more or less an extended tutorial that lasts for dozens of hours.

Cheating because you want to skip the "tutorial" and quickly get to the point where you can play at the same level as your friends seems like a perfectly reasonable goal. In fact, now a days I believe WoW provides a free (high) level character for all new players, but for a long time, you needed to run through that grind yourself, or pay a microtransaction to skip up.

Re:How anti-cheats catch cheaters using memory heuristics by Wowfunhappy on Wednesday January 08, 2020 @02:34PM (#21994885)
Sigh, you're right, I was thinking of FPS games and the like. Which still have stupid leveling systems, but they're less meaningful.

What I do in fact fundamentally not understand is why games are designed this way†. Good on WoW for apparently letting players skip it nowadays. I admit, I'd have trouble faulting someone who wanted to cheat their way through.

† Outside of games that explicitly want to sell micro-transactions. I understand that all to well.

Re:How anti-cheats catch cheaters using memory heuristics by MarioMan on Wednesday January 08, 2020 @03:15PM (#21995286)
As an interesting counterpoint, consider the Masterpieces (game trials) included in Super Smash Bros. Brawl. Each of these trials contain the full game, but they are all time limited. Cheat codes can be used to disable these time limits. Is it reasonable to claim that owning Brawl gives you the right to access these games in full as well? The answer, at least to me, is not straightforward.
Re:How anti-cheats catch cheaters using memory heuristics by gizmo686 on Wednesday January 08, 2020 @12:58AM (#21988746)
As someone who likes to cheat at single player video games, the cheating itself is a lot of fun (at least it was until I started doing reverse engineering professionally; now it just feels like work).

My sense of the multiplayer cheating scene (which I never looked at closely) is that most of the cheaters use tools developed by others. So, it seems possible that the people doing the bulk of the work are motivated in part by the technical challenge (including the cat and mouse aspect of it), and the social proof that comes along with sharing their cheats.

Once the cheats are out there, using them has a much lower barrier to entry.

Re:How anti-cheats catch cheaters using memory heuristics by julianee on Wednesday January 08, 2020 @01:23AM (#21988883)
I would think money plays a big role too. Back when Apex Legends exploded into the scene with the initial user base, selling a hack for 10 a pop would make a lot of money.
Re:How anti-cheats catch cheaters using memory heuristics by im3w1l on Wednesday January 08, 2020 @12:20PM (#21993512)
I recently met someone who claimed he had a three person company making cheats. Maybe one of them was solely marketing? The memory blurs. They were selling cheats as a subscription service and with different tiers unlocking more cheats. Earned a decent salary doing it.
Re:How anti-cheats catch cheaters using memory heuristics by TheAdamAndChe on Wednesday January 08, 2020 @09:46AM (#21991859)
Is this legal? It's obviously against TOS, but I don't think breaking a TOS is illegal..
Re:How anti-cheats catch cheaters using memory heuristics by kemonocode on Wednesday January 08, 2020 @12:02PM (#21993280)
You could make a case that making a cheat is copyright infringement as Blizzard did [0] so yes, it can be illegal.

[0] https://torrentfreak.com/blizzard-sues-overwatch-cheat-maker...

Re:How anti-cheats catch cheaters using memory heuristics by JamesBarney on Wednesday January 08, 2020 @12:36PM (#21993704)
It seems like blizzard is really stretching and the cases that already went to court they lost.

Is making an overlay a derivative work?

Re:How anti-cheats catch cheaters using memory heuristics by ngold on Wednesday January 08, 2020 @02:20AM (#21989098)
I see a weird side of it since I'm a big fan of a hong kong pubg game called hopelessland oUT of hon kong. Great game, huge amount of hackers. I looked into it, and on the android side of things, it looks like their is one major community that opens up apks and gives them away for free. I'm sure their is a business model. But that game, is fun, runs on a low spec device and has a global base. But not as horribly hacked as it was. I would love to know if they even spun up the binary save file in unity or if their are millions of kids with the same laptop I have in 3rd world countries. A 64 core duo with 4 gigs of ram, or if they have my other laptop, which is 32 bit.
Re:How anti-cheats catch cheaters using memory heuristics by moftz on Wednesday January 08, 2020 @01:31AM (#21988909)
There's a monetary incentive as well. If you can reliably produce new cheats that aren't detectable, people will buy them. There's usually an incentive not to share private cheats because once it's public, it will still probably work but will definitely get you banned. Amateurs and professionals both pay for private cheats so besides the technical challenge, there is some money to be made.
Re:How anti-cheats catch cheaters using memory heuristics by lmilcin on Wednesday January 08, 2020 @01:56PM (#21994547)
You are making mistake by trying to explain somebody elses motives for cheating by using your value system.

First, these are not great lengths when all you need to do is download and install an application.

Second, some people don't get as much kick from playing a game as from dominating other players. They want to win the game in any way possible, but don't consider winning fairly to be any more satisfying than winning with cheating. They might be in denial over their abilities and use cheating to feel better. They don't feel any need to be courteous or fair. These are people who, when they loose a game against you, will say "fuck you" instead of congratulating you.

Don't try to find logic where there isn't any.

Re:How anti-cheats catch cheaters using memory heuristics by mnowicki on Wednesday January 08, 2020 @02:39PM (#21994934)
I think that's only one subset of cheaters, many people use cheats in non-pvp games or use cheats in a specific server where everyone has the same cheats. It's often just a way to get more replayability out of a game someone really enjoys.

In monster hunter, the speedrunning community is migrating to PC because the ability to use cheats to negate the huge amount of RNG present in the game. Cheating is usually looked down on by speedrunners for obvious reasons but because of the difficulty of speedrunning a game with so much RNG(not rng that effects your gameplay, but that effects your ability to play at all), modders are basically making a new game with the rng removed and people are speedrunning that, and it's widely accepted as necessary by the community.

So cheating is often just a means of either getting something new out of a game or 'fixing' aspects of a game that the community takes issue with.

I agree that players like you describe, who's main goal is griefing other players, also make up a large portion of cheaters, just wanted to further elaborate on your response that not all cheaters are doing it to 'move up the leaderboard'

Re:How anti-cheats catch cheaters using memory heuristics by lmilcin on Wednesday January 08, 2020 @02:50PM (#21995059)
I think the topic of the article is cheaters that compete with other players. Anti-cheats are not really necessary for games where the only person being cheated is the cheater.

I also excluded professional players because the original poster was basically trying to get an answer regarding what kind of person would cheat when there was no extra incentive. Obviously, professional players or players in any games that offer valuable prizes have a real incentive to cheat.

Re:How anti-cheats catch cheaters using memory heuristics by strbean on Wednesday January 08, 2020 @02:59PM (#21995132)
Anti-cheat is still a major issue on multiplayer games that are not PVP-centric, like MMOs. In these cases, the negative externalities of cheating are more like a tragedy of commons than griefing. Cheaters and bots screw up the economy and increase competition for training / farming areas, but generally only in aggregate. Much easier to justify than directly ruining someones experience by killing them instantly every time they spawn.
Re:How anti-cheats catch cheaters using memory heuristics by nieve on Thursday January 09, 2020 @12:45AM (#21998840)
This extends even as far as Chinese dress-up MMOs like Love Nikki where people will use bots to vote randomly in competitions because there are substantial rewards for mass voting. This means that people are directly injecting randomness into one of the core parts of the game, but the players who do it feel it's justified because it's a pain to get those rewards otherwise.
Re:How anti-cheats catch cheaters using memory heuristics by Can_Not on Thursday January 09, 2020 @10:20AM (#22001872)
> use cheats in a specific server where everyone has the same cheats

I would call this a mod, not a cheat.

Re:How anti-cheats catch cheaters using memory heuristics by jtaft on Wednesday January 08, 2020 @12:45PM (#21993805)
I did it to learn about computers and security. It's a form of sport too. Feels good to bend the rules and outsmart your opponent. (Opponent as in security controls, not in-game players). You get a rush when your hack works, and using it in a highly interactive environment makes it all the more fun.

From a high level view, you learn:

* Fundamentals of computer security

* Fundamentals of computers, operating systems, and number systems.

* Debugging skills!!! (Can't stress enough)

* Perseverance

* Note taking

From a technical view, you learn:

* Memory Forensics

* Reverse Engineering

* Patching executables (in memory and on disk)

* Anti-Debugging and Anti-Anti debugging tricks

* Packet sniffing and modifying

* Crypto

* 3D Modeling

* Simple algorithms for writing bots

* Memory corruption vulnerabilities

* Programming

That said, I'm HIGHLY against the use of cheats. If you want to show your friends and get a laugh out of it, that's fine! Just don't ruin the gaming experience for others. And don't do anything illegal of course.

Re:How anti-cheats catch cheaters using memory heuristics by strbean on Wednesday January 08, 2020 @03:00PM (#21995144)
In the case of many games (mostly shallow MMOs), it is so much more fun to reverse engineer and break the game than it is to actually play the game.
Re:How anti-cheats catch cheaters using memory heuristics by fenwick67 on Wednesday January 08, 2020 @03:44AM (#21989604)
There are really 2 kinds of cheating in competitive games (counter-strike etc).

The first are cheats like an overt aimbot, which are blatant and where basically everyone gets shot in the head from a mile away whenever the cheater has line-of-sight. These I imagine are only fun for trolling.

The second are cheats that are more subtle, showing you the location of hidden enemies etc. Since these aren't just a "win button", the cheater still gets some satisfaction from winning. After all, they still had to shoot and kill the other players, and they're not guaranteed to win. In their mind they still won, they just had a little help. This kind of cheating is akin to cheating in sports by using steroids. You still have to do a lot of the same work, but it's easier to win.

Re:How anti-cheats catch cheaters using memory heuristics by throwaway3942 on Wednesday January 08, 2020 @01:35AM (#21988919)
I used to develop multiplayer cheats and bots because I enjoyed overcoming the technical challenge. Reverse engineering software, creating and injecting your own shell code in a game and see it working is extremely satisfying.

It seems very selfish in retrospective and I'm sorry for all the gamer experiences I ruined.

Re:How anti-cheats catch cheaters using memory heuristics by awb on Wednesday January 08, 2020 @01:46AM (#21988967)
Or maybe you saved someone from gaming addiction by breaking these games and making it harder to win.
Re:How anti-cheats catch cheaters using memory heuristics by Operyl on Wednesday January 08, 2020 @04:01AM (#21989697)
Or the inverse: because someone had to work harder, the experience of finally winning only made the feeling so much better, and released a ton more endorphins.

Or maybe .. neither really contributes or detracts from “gamer addiction”.

Re:How anti-cheats catch cheaters using memory heuristics by Mathnerd314 on Wednesday January 08, 2020 @02:51AM (#21989276)
A lot of games are just grinding, and cheating reduces the grinding. Usually it makes them more fun but sometimes it doesn't, in cases where the game is terrible to begin with. After a while cheating is more fun than the game. One could also look at Twitch streamers and ask why the people watching don't just play the game; the answer for a lot of games is that the games are incredibly difficult and the streamer can get through a level in a few hours while it might take the viewer months.

I don't think money enters into it. People just do weird things, like painting miniatures or climbing Mt. Everest, and hacking is another of those hobbies.

Re:How anti-cheats catch cheaters using memory heuristics by rectang on Wednesday January 08, 2020 @01:18AM (#21988847)
Playing by the rules favors those who the rules were set up to benefit. Are you poor, "ugly", unlucky, "stupid", uncoordinated? Cheating is your chance to win when our "just" society tells you you must lose. The transgression itself feels right and good.
Re:How anti-cheats catch cheaters using memory heuristics by willis936 on Wednesday January 08, 2020 @01:29AM (#21988902)
No one forces, or even pressures, anyone to play multiplayer video games.
Re:How anti-cheats catch cheaters using memory heuristics by furyofantares on Wednesday January 08, 2020 @02:21AM (#21989100)
Right but if you spend your day resenting the rules you're expected to obey, you might spend your leisure time disobeying rules that have lesser consequences.
Re:How anti-cheats catch cheaters using memory heuristics by ianleeclark on Wednesday January 08, 2020 @03:38AM (#21989568)
> No _one_ forces

This assumes a subject is required for coercion. It might be that multiplayer games are the only way for someone to escape.

Re:How anti-cheats catch cheaters using memory heuristics by willis936 on Wednesday January 08, 2020 @08:01AM (#21990992)
You’ll need to make a hell of an argument to make that sound reasonable.
Re:How anti-cheats catch cheaters using memory heuristics by ianleeclark on Wednesday January 08, 2020 @08:19AM (#21991134)
> You’ll need to make a hell of an argument to make that sound reasonable.

I don't think this is really as difficult as you imagine. People in poverty have the decision to work or die. Poverty is a form of objective violence. Therefore, people are coerced by objective violence that doesn't depend on any sort of task master whipping them into action.

Re:How anti-cheats catch cheaters using memory heuristics by willis936 on Wednesday January 08, 2020 @08:47AM (#21991330)
It’s the last sentence that is in need of a strong argument. Contemporary society hasn’t morphed in the past 30 years to make the only apparent reasonable escape be multiplayer video games. In fact, there have never been more options than ever for escape. And if they all seem too much and it’s the options that weigh on you, making a habit of going on walks outside has not gone anywhere.
Re:How anti-cheats catch cheaters using memory heuristics by ianleeclark on Wednesday January 08, 2020 @09:19AM (#21991631)
> Contemporary society hasn’t morphed in the past 30 years to make the only apparent reasonable escape be multiplayer video games.

I don't think that video games need to be the only form of escapism for my argument to hold true. It's a form of escapism that people are taking a part in to avoid the whatever boogeymen exist in the day-to-day. So, while individuals could find themselves in different forms of escapism--drugs, cults, &c.--they may still be finding themselves there after not having been coerced by any other person.

I'm responding to specifically you saying "No >one< forces," someone to play video games, but the "video games" isn't the important part. The important part, to me, is you saying that there needs to be some subject coercing another subject.

Why is this an important distinction? The same or similar forces are likely causing the individual to cheat, so there has to be some serious consideration into how culpable the cheater actually is.

Re:How anti-cheats catch cheaters using memory heuristics by willis936 on Wednesday January 08, 2020 @09:37AM (#21991793)
I have no argument with that. My issue is with the justification of cheating in video games because of some thing perceived as owed to some players and not others.
Re:How anti-cheats catch cheaters using memory heuristics by mnowicki on Wednesday January 08, 2020 @03:03PM (#21995164)
I don't think he means it's a valid justification, just a rationalization that is sometimes used, whether valid or not
Re:How anti-cheats catch cheaters using memory heuristics by rectang on Wednesday January 08, 2020 @05:30AM (#21990144)
The more you say it's wrong, the more right it feels.
Re:How anti-cheats catch cheaters using memory heuristics by willis936 on Wednesday January 08, 2020 @08:00AM (#21990985)
It’s petty justification for violation of the golden rule. Nothing deeper.
Re:How anti-cheats catch cheaters using memory heuristics by jessaustin on Wednesday January 08, 2020 @11:41AM (#21993001)
The golden rule doesn't apply, because none of the cheaters would complain that there are also other cheaters cheating.
Re:How anti-cheats catch cheaters using memory heuristics by willis936 on Wednesday January 08, 2020 @01:37PM (#21994365)
The golden rule always applies. There are not exceptions in criminal law for people who want specific crimes committed against them (ie sexual assault).

To further argue the point: if all players were cheating then there would be no competitive advantage to cheating, which eliminates the only reason a subset of players cheat in the first place. Even by skewed standards it violates the golden rule.

Re:How anti-cheats catch cheaters using memory heuristics by jessaustin on Wednesday January 08, 2020 @09:19PM (#21997925)
Do you know what "the golden rule" says? Literally, "as you would have them do". The cheaters really don't care that other people also cheat. That is, they cheat and they would have others cheat too. That is a totally logical position. You'll need to expectorate some other hoary old maxim to support your cantankerous old argument.
Re:How anti-cheats catch cheaters using memory heuristics by saagarjha on Wednesday January 08, 2020 @02:44PM (#21994999)
> There are not exceptions in criminal law for people who want specific crimes committed against them (ie sexual assault).

Uh, what?

Re:How anti-cheats catch cheaters using memory heuristics by SilasX on Wednesday January 08, 2020 @02:00PM (#21994590)
I cheated on the original Halo (PC, online capture-the-flag) because I really sucked at it compared to everyone else, which made it unbalanced and therefore not fun to plan (not saying it was right, just filling in the understanding you were asking for).

I didn't look into aiming bots, but I did figure out how to edit the resource files to make the walls transparent so I could camp the flag and see players coming for it long before I was supposed to.

Re:How anti-cheats catch cheaters using memory heuristics by izzydata on Wednesday January 08, 2020 @12:36PM (#21993703)
With the rise of esports there is a lot of money to be made with no real consequences. It isn't illegal to essentially steal prize money by cheating at a video game.

Also game streaming is big now and being "good" attracts more viewers so there is also a lot of money to be made by cheating.

I have completely stopped taking video games seriously in any capacity as I am pretty confident the entire culture of competitive gaming is completely infested with cheating.

Re:How anti-cheats catch cheaters using memory heuristics by smolder on Wednesday January 08, 2020 @01:57PM (#21994555)
I've run into people with this attitude before - they are quick to accuse good players of cheating who seem (to them,) to have inhuman accuracy.

I've been accused of cheating many many times, despite never cheating. I was blacklisted from a community counterstrike server back in 2002 or so for "cheating" after a lucky couple games where I got a LOT of headshots with guns that aren't very good accuracy wise. I was playing with very good players, and even some of them thought I was running cheats.

My experience says people vastly underestimate how far a good lucky streak and adequate reaction time + aim can take someone. Plenty of friends have similar experiences of being accused of cheating when they play well.

It probably doesn't help that the asynchronous client-server model of fast paced FPS games introduces weird effects with respect to latency. (I.e. rewriting history to show some high-latency player killed you after you've already observed visual/audio effects for their own death.)

Re:How anti-cheats catch cheaters using memory heuristics by hnick on Wednesday January 08, 2020 @06:43PM (#21997010)
DIOL (Do It On LAN) has been an acronym in online games for a couple of decades now, for good reason.

Though I've heard now it's possible to load your USB peripherals with cheating software.

https://hackaday.com/2017/07/29/injecting-code-into-mouse-fi...

Re:How anti-cheats catch cheaters using memory heuristics by yjftsjthsd-h on Wednesday January 08, 2020 @01:06PM (#21994017)
If there's money on the line, I'm surprised if it really isn't illegal? At a minimum, I would expect that to be easy lawsuit territory.
Re:How anti-cheats catch cheaters using memory heuristics by mstade on Wednesday January 08, 2020 @12:50PM (#21993853)
Are there online e-sports tournaments of any meaningful size? (E.g. $1000+ prizes) The only tournaments I've seen amount to essentially LAN parties where all the equipment and installations are provided by the tournament, such that players all compete on fair terms and unable to cheat (unless the opsec at the tournament is terrible, I guess.)
Re:How anti-cheats catch cheaters using memory heuristics by Buttons840 on Wednesday January 08, 2020 @12:54PM (#21993903)
Any competitive game with big money on the line has the top players gather in the same room (on a stage most likely), and play using computers controlled by the event organizers. The players winning these big tournaments do not cheat.
Re:How anti-cheats catch cheaters using memory heuristics by izzydata on Wednesday January 08, 2020 @01:23PM (#21994224)
You aren't thinking outside the box enough. If you could commission cheating software for $10,000+ then there is plenty you could do to circumvent the PCs being provided. It should also be noted that they allow self provided peripherals in most cases.
Re:How anti-cheats catch cheaters using memory heuristics by Buttons840 on Wednesday January 08, 2020 @03:53PM (#21995670)
An interesting idea. Now I'm curious. First, has there ever been an example of someone caught cheating this way?

Second, what kinds of cheats would you expect using peripherals? Any visual cheats would likely be detected, since player's screens are often viewed by referees and/or televised. I suppose an audio based cheat is conceivable. The screen and the audio are the only output from most computer games.

Re:How anti-cheats catch cheaters using memory heuristics by izzydata on Wednesday January 08, 2020 @04:20PM (#21995917)
https://hackaday.com/2017/07/29/injecting-code-into-mouse-fi...

Aimbots these days look almost indistinguishable from good playing. The point isn't to be perfect. It's to give some kind of competitive edge. If you can take even 15% of the effort away then you can focus on other things.

Re:How anti-cheats catch cheaters using memory heuristics by wmil on Wednesday January 08, 2020 @12:56AM (#21988738)
Young men seem driven to compete for little reward. There's no need to try to intellectualize it.
Re:How anti-cheats catch cheaters using memory heuristics by moftz on Wednesday January 08, 2020 @01:40AM (#21988936)
Any kind of competition can have real rewards at the highest levels. Many people like shooting their friends in paintball on the weekend with rented gear but there is also a professional level where there is real money and sponsorships available. Many male animals will engage in some sort of competition, sometimes with rewards and risks (mates, food, death) and sometimes just for play. It's ridiculous to act like competitive online gaming is any different from puppies rough housing or from lions fighting over leadership of the pride. No one is going to die but gaming could just be something fun to do after being at work all day or it could be what puts food on the table.
Re:How anti-cheats catch cheaters using memory heuristics by krageon on Wednesday January 08, 2020 @03:48AM (#21989630)
> Young men

Why make this a gender thing?

Re:How anti-cheats catch cheaters using memory heuristics by beaker52 on Wednesday January 08, 2020 @04:10AM (#21989734)
Probably because it doesn't outwardly appear to affect young women so much?

People should be able to make such observations.

Re:How anti-cheats catch cheaters using memory heuristics by xzel on Wednesday January 08, 2020 @03:54AM (#21989659)
After beating Diablo 2 on a few characters I started to always used maphack. It took the guess work out of some of the repetitive actions. I feel like most hardcore, not the mode that is, players used it since it could take minutes off a Cow/Baal/Pindel etc. run. It didn't feel like cheating, although it certainly was, and at a certain point I felt like the game was unplayable without it. My point with all this is, I think there are certain quality of life hacks/addons that make games more playable in a way and then there are the other group of cheats, that remove skill gaps, such as click macros in games where combos are needed, aim/wallhack and others.
Re:How anti-cheats catch cheaters using memory heuristics by papreclip on Wednesday January 08, 2020 @11:49AM (#21993114)
People make cheats for money, for online infamy, and for the challenge of it

People use cheats because it makes the game more enjoyable. In FPS, someone can shoot you before you have time to react. In RTS, someone can step out of the darkness with an army that traps yours at just the right moment. Cheats replace those unpleasant experiences with pleasant ones where you ambush the enemy and fight them with an advantage

Unfortunately cheating is a negative sum game. When both players cheat, it doesn't just even the odds once again, it makes the game you're playing significantly less enjoyable

Re:How anti-cheats catch cheaters using memory heuristics by jerf on Wednesday January 08, 2020 @12:13PM (#21993407)
"People make cheats for money, for online infamy, and for the challenge of it"

In all seriousness, I think there's a non-trivial aspect to it where human psychology is misfiring in the modern era. Certain people, mostly younger, have a drive to show off to potential mates, some more so than others, and superficially, spending lots of time creating cheats like this looks like it's leading to social approval and standing. You get lots of "thanks" and "kudos". But in reality, you're getting nothing. It doesn't work. People are willing to use the output, but whether rational on some level or not, I don't think you are really getting social credit for it, and even to the extent you are, it's far too widely dispersed to be any good. (That is, it may not exactly be useless to convince a million people to think slightly good of you, but harvesting that for any benefit is really tricky, whereas conclusively convincing someone you are a good person can be beneficial in all sorts of ways and is the basis of any number of relationships.)

In grad school, I worked on an open source LCMS that spent a lot of time fighting people helping other students cheat on their homework. Instead of just solving their homework problem, the cheaters would solve the whole meta-problem (all the variants we might serve) and hand out the meta-solution. This requires a great deal more effort than just solving the individual problem alone. What was funny to me is... I don't think it actually got them anything. Nobody cares. They'll use your solution, but for all that work you get very little real social currency. The majority of your "customer base" is getting it from their friend, who got it from their friend, and the origin of the cheat isn't even known by probably the majority using it. Same sort of thing.

Unfortunately, this is effectively unsolvable. By the time you hypothetically educate one group that this isn't useful, next year's group is already here.

(Also, to be clear, I'm not saying this is all the reason, merely a less-explored one, and a sufficient one on its own to be a source of significant cheating.)

Re:How anti-cheats catch cheaters using memory heuristics by saagarjha on Wednesday January 08, 2020 @02:37PM (#21994916)
> Certain people, mostly younger, have a drive to show off to potential mates, some more so than others, and superficially, spending lots of time creating cheats like this looks like it's leading to social approval and standing.

I feel like sitting inside at your computer working on cheats isn't the best way to "show off to potential mates".

Re:How anti-cheats catch cheaters using memory heuristics by mnowicki on Wednesday January 08, 2020 @02:57PM (#21995113)
I think it's more about the validation received from other peoples giving the cheat-maker an ego boost, which is real to them regardless of whether the people using their cheats are truly giving them any meaningful credit.

That aside, I'm not sure exactly what you mean by social credit, but in some communities the creators of hacks and cheats(at least the people making fun, constructive cheats - not aimbots and the like) are highly esteemed. They are regarded somewhere alongside competitive players/speedrunners but in a more shadowy background roll(which many people may find cooler/more valuable). They also tend to have universal support among the community rather than being on one team or the other like, for example, tournament players.

This is all true in the communities I've witnessed at least, I don't play many esport type games though.

Re:How anti-cheats catch cheaters using memory heuristics by galkk on Thursday January 09, 2020 @06:23PM (#22006961)
I think that you're underestimating what online fame, for being best, can bring to people.

High profile Fortnite/Apex Legends/CS:GO etc gamer could make significant money on streaming, and there were quite a high profile gamers caught using aimbots/wallhacks etc.

Re:How anti-cheats catch cheaters using memory heuristics by yutuytuyt on Wednesday January 08, 2020 @12:39PM (#21993735)
>reality, you're getting nothing. It doesn't work

Some people do it just to challenge themselves or to learn

Free software wouldnt exist if everybody used your approach.

You sounds as if you tried to say that putting effort into something without $$ as result is bad?

Re:How anti-cheats catch cheaters using memory heuristics by jerf on Wednesday January 08, 2020 @02:14PM (#21994712)
The fact that I think people are doing something for a given reason does not imply that reason is the only reason that thing is done, that other reasons to do that thing are invalid, or that other things done for the same reason are invalid.

Dollars didn't even come up in my post. I think you read what you were expecting to read rather than what I wrote.

Re:How anti-cheats catch cheaters using memory heuristics by rambojazz on Wednesday January 08, 2020 @05:01AM (#21989997)
I'm speaking from the point of view of an offline gamer (I never play online). Some games make you take repetitive actions in order to advance in the game (perhaps to lengthen the life of the game, otherwise you'd finish it too soon). An example of this is repeating the same races over and over in order to win more cash so you can advance. This gets boring pretty quickly, so I cheat by adding me more cash without having to race the same event infinitely many times. Online play could have more incentives (prizes) for people higher on the leaderboard.
Re:How anti-cheats catch cheaters using memory heuristics by anon9001 on Wednesday January 08, 2020 @11:45AM (#21993069)
I got into coding by writing hacks, cheats, and bots. It's one of the few ways to directly translate code into something that feels like a super power.
Re:How anti-cheats catch cheaters using memory heuristics by Can_Not on Thursday January 09, 2020 @09:19AM (#22001357)
Sometimes "cheating" is just fixing broken things the devs make really dumb decisions about. In RA2, online matchmaking required you to use the smallest resolution possible, which is dumb when you just beat the full game at a normal resolution. In DotA2, you can't zoom out. I just played LoL instead of "cheating" though (a.k.a. making the game playable). In Dawn of War I used a zoom out mod once but honestly the game already let you zoom out reasonably enough anyways. But these weren't for getting an unfair advantage, this was for solving claustrophobia and not-having-the-camera-right-in-the-dirt.
Re:How anti-cheats catch cheaters using memory heuristics by matheusmoreira on Wednesday January 08, 2020 @12:17PM (#21993473)
Sometimes the game's just too boring and making a bot for it is actually much more fun. I had this experience with some mobile games and their little daily tasks. I realized they were trying to instill a daily login habit in me so I wrote a small client that'd log in and do the tasks. I turned their predatory design into a fun little project. Ironically, due to the way the game was designed the behavior of the bot is indistinguishable from that of a sufficiently addicted player.
Re:How anti-cheats catch cheaters using memory heuristics by mnowicki on Wednesday January 08, 2020 @03:01PM (#21995149)
I feel like there's an important message somewhere in this post
Re:How anti-cheats catch cheaters using memory heuristics by matheusmoreira on Thursday January 09, 2020 @08:25AM (#22000961)
Two.

1. Hacking the game can be more interesting than playing the game.

2. There's absolutely nothing wrong with hacking games with immoral game design.

Re:How anti-cheats catch cheaters using memory heuristics by jeffshek on Wednesday January 08, 2020 @01:16AM (#21988832)
Sense of social status, cheating artificially increases your rank. No one knows your cheating, so you get all the respect.

Leaderboards are dopamine clickbait for trying to improve.

Why do billionaires want to richer?

Re:How anti-cheats catch cheaters using memory heuristics by jotm on Wednesday January 08, 2020 @01:18PM (#21994163)
I've done it in some MMOs so they can shove their grindfest casinos up their asses.

I don't know how it got so bad, MMOs used to be focused on group content, socialization, meaningful progression. Nowadays it's solo grinding bs with constant reminders to "buy this shit, it helps you/makes you look fab". Just sad money squeezing activities that waste your time.

Re:How anti-cheats catch cheaters using memory heuristics by zZorgz on Wednesday January 08, 2020 @02:33AM (#21989155)
As someone that's written a game "cheating" tool there's good technical / reverse engineering value from modding or cheating games. Plus it's fun to just be able to change a game (I fondly remember the days playing with Game Genie).

It is indeed a bit immoral when one tries to cheat in a way that unfairly puts themselves ahead of other humans.

Re:How anti-cheats catch cheaters using memory heuristics by krageon on Wednesday January 08, 2020 @03:46AM (#21989618)
> Why would a person go to such great lengths

Probably because adversarial coding is fun, and cheating at videogames is one of the best free ways to really get going doing that against a party that is really invested in stopping you. There's other options, but those are much more likely to lead to arrests.

Re:How anti-cheats catch cheaters using memory heuristics by akerl_ on Wednesday January 08, 2020 @03:48AM (#21989628)
What percentage of people who use cheats in video games took part in development of the code involved, vs just downloading and executing code written by someone else?
Re:How anti-cheats catch cheaters using memory heuristics by krageon on Thursday January 09, 2020 @06:05AM (#22000177)
Some percentage. I'm sure there's other motivations, but I have no idea what those would be.
Re:How anti-cheats catch cheaters using memory heuristics by sunnydayddr on Wednesday January 08, 2020 @01:21AM (#21988871)
Cheating for gamers is like hacking for programmers, except you get points and there's a leaderboard.
Re:How anti-cheats catch cheaters using memory heuristics by bashmelek on Thursday January 09, 2020 @12:34PM (#22003374)
There is also the market for selling digital goods. People wanting to make real money outside of the game will automate farming gold, items, sell an account with a great character or one that unlocked a lot of perks from wins
Re:How anti-cheats catch cheaters using memory heuristics by awb on Wednesday January 08, 2020 @01:41AM (#21988942)
> Why would a person go to such great lengths to cheat at a video game?

1. Technical challenge

2. Trolling "try hards"

3. Dopamine from winning

I'm sure there's a bunch of other reasons, but cheating is still like a game, just expanding the rules.

Re:How anti-cheats catch cheaters using memory heuristics by tsukurimashou on Wednesday January 08, 2020 @04:27AM (#21989817)
>is there monetary incentive?

esports? not sure how common it is these days to have someone cheating in a competition but I can tell you it happened quite a lot of times in the past, especially with FPS games.

Re:How anti-cheats catch cheaters using memory heuristics by samwestdev on Wednesday January 08, 2020 @01:17AM (#21988841)
Yes, especially in multiplayer focused games, if there's a way to cheat there will be cheaters. Also people who profit from the situations and sell cheating tools to other players.
Re:How anti-cheats catch cheaters using memory heuristics by csunbird on Wednesday January 08, 2020 @11:34AM (#21992927)
On top the reasons mentioned in the sibling comments, there is also a huge market for in game currencies, which bots make is infinitely easier to farm those currencies.
Re:How anti-cheats catch cheaters using memory heuristics by yutuytuyt on Wednesday January 08, 2020 @12:35PM (#21993700)
there's decent money on it.

also skills, resume?

Re:How anti-cheats catch cheaters using memory heuristics by egdod on Wednesday January 08, 2020 @03:28PM (#21995439)
Griefers.