Methods employed by the developer to discourage or prevent cheating in the game.

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-4
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0answers
46 views

AntiCheat Tool using C++, AntiDebugger & more [on hold]

I want to make an AntiCheat tool for my game. I thought maybe check if something gets injected to the process or something was edited in it's memory. Please note, it's an extern one, so it's not ...
0
votes
1answer
238 views

Why bother with server-side hit detection?

Valve's hit detection tracks player positions from when the bullet fired and then tells clients only whether the hit happened, but I can't see why that is necessary in the first place. Does ...
3
votes
1answer
133 views

Preventing Collusion

Over on Code Golf Stack Exchange, competitions are run where multiple programmers compete against one another. One particular class of challenges is "King of the Hill". Here is an example of a King of ...
4
votes
3answers
289 views

Can game replays be used as cheat protection?

Say you're writing a complex turn based multiplayer strategy game in the browser (i.e. JavaScript). The game state is big and complicated (think line of sight calculations in a 3d world). There can be ...
-3
votes
1answer
180 views

How can an anticheat pass WACK test?

On of the rules for app validation for the Windows Store is: 3.9 All app logic must originate from, and reside in, your app package Your app must not attempt to change or extend the packaged ...
7
votes
4answers
252 views

Fair dice over network w/o trusted 3rd party

Though it should be a pretty basic problem, I did not find a solution for it: How to play dice over a network without a trusted third party? The M players shall roll N dice, one player after another. ...
8
votes
4answers
413 views

Clientside anticheating in multiplayer game 1vs1

I'm developing a simple card game, where there will be a matchmaking system that will put you against another human player. This will be the only game mode available, a 1vs1 against another human, no ...
5
votes
3answers
249 views

How can a web game store points online without giving the user the possibility to do the same call but with more points? [duplicate]

Imagine I have an HTML5 web game where the user can get points by doing certain activities. The game can be played offline, so there's not necessarily a live internet connection (note: this makes this ...
11
votes
4answers
701 views

Is there a way to prevent users from adjusting their gamma correction to 'cheat' their way out of a 'dark' area?

In almost every game I've come across that includes a dark situation designed to change the way a user interacts with the environment, there are always some players who turn up their monitor's gamma ...
3
votes
2answers
780 views

Stronger Hack-proof MMO Game Comparison: Game Client Based Vs. Via Web Browser [duplicate]

I was wondering. I observed most of any MMO that are hack-prone area. Hacks used one-hit kills, stealing accounts, instant level up, aimbots (mostly MMOFPS), and questionable wallers (also in MMOFPS). ...
2
votes
1answer
2k views

How can auto-click software be detected to stop botting/cheating?

I have to completely change my question, because it was far too general. I now want to focus on how I can detect one type of cheating method. How can auto-clicking be detected? In general, I am ...
4
votes
3answers
434 views

How do I allow a player to build a dedicated server, but prevent them from cheating?

Instead of maintaining a central server, many games allow players to build their own server, like Minecraft. But if you give them the server-side program, how could you prevent them from cheating? I ...
7
votes
1answer
204 views

How can I prevent a buggy old version of my game from posting scores to the Gamecenter Leaderboards?

I found that an older version of my game has a bug that causes some crazy scores to be posted to the leaderboard. I can delete these scores by editing the acceptable range in iTunesConnect and my ...
3
votes
3answers
528 views

How do I prevent memory-modification cheats?

There are many memory-altering programs out there nowadays (Cheat Engine & co). Is there an efficient way to keep a constant variable actually constant? I had two ideas: Make a separate thread ...
5
votes
3answers
1k views

How to protect Lua scripts in IOS game?

I'm developing an iOS game and was considering putting level info and monster info in a Lua script for ease of use. However, since I'm using Game Center for multiplayer I'm concerned users will ...
1
vote
4answers
209 views

Protecting the integrity of a game state while minimizing amount of data sent

I'm developing a multiplayer game in PHP/jQuery, and naturally have to be wary of any sort of data coming from the client. At present, I have tables of data representing the map (2D roguelike), ...
3
votes
1answer
199 views

P2P synchronization: can a player update fields of other players?

I know that synchronization is a huge topic, so I have minimized the problem to this example case. Let's say, Alice and Bob are playing a P2P game, fighting against each other. If Alice hits Bob, how ...
3
votes
3answers
1k views

Prevent Multiplayer Cheating

I am almost complete developing a small indie-style multiplayer game. While I intend to allow people to cheat in single-player, this is obviously not acceptable in multi-player. Does anyone know of ...
4
votes
3answers
623 views

Java Anti-Cheat Framework? [closed]

Are there any anti-cheating frameworks for Java games in order to make it a bit harder to cheat? (eg. something that protects from things like Cheat-Engine) Obviously if the cheater were to develop ...
10
votes
3answers
805 views

Prevent players from wallhacking in an online FPS?

Why do we still moan on wallhackers in multiplayer first-person shooters? Isn't it possible to perform occlusion culling for all players server-side? For example, send player xyz information to ...
2
votes
1answer
256 views

Is it worth it, to try and prevent cheaters?

Perhaps one of the biggest issues that plague FPS-games are cheaters. If you use a server-authoritative model, you will prevent some level of cheating. But why do this if people can still aimbot?
10
votes
6answers
4k views

How to fight against memory editing cheat software?

What is the best way to protect run-time memory from such software? We just published an online game (written on AS3, Flash, published on a social network), and pretty much all of the players got ...
3
votes
2answers
314 views

Best way to verify client files are same as server

In a client server game architecture, what are the possible ways to verify that the client has not modified things like gfx assets or client side scripts? Obviously no solution is perfect, but I ...
4
votes
3answers
461 views

How to implement cheat proof trading system in a game?

I want to make a game where you can trade items you find from the world, the world would be static, so the master server would always know exactly how much items of X there are etc. What should i ...
8
votes
4answers
230 views

Ensuring that saved data has not been edited in a game with both offline and online components

I'm in the pre-planning phase of coming up with a game design and I was wondering if there was a sensible way to stop people from editing saves in a game with offline and online components. The ...
24
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10answers
2k views

Strategies to Defeat Memory Editors for Cheating - Desktop Games

I'm assuming we're talking about desktop games -- something the player downloads and runs on their local computer. Many are the memory editors that allow you to detect and freeze values, like your ...
-2
votes
2answers
331 views

Can it be considered that a frame-dependent crosshair is a flaw?

I still play counter strike 1.6/CSS these days, and as you know, when shots are fired, the crosshair expands. When the frame rate drops, this crosshair animation is also affected by the frame rate. ...
5
votes
3answers
663 views

Save Security with MD5 Hash

I'm working on a flash game that saves your progress locally. These saves can easily be hacked. My solution is to add an md5 hash of all the variables saved into the save file itself. When loading the ...
26
votes
9answers
5k views

How can I prevent false score reports to global highscore tables?

Browser and mobile games commonly have global highscore tables. It's also common for those tables to contain scores of 2,147,483,647 — where people have figured out the webservice call that ...
16
votes
12answers
4k views

How to handle Multiple-accounts creation and cheating?

I am developing a game that is running as a web application. The fact is that the game lose sense if one player creates several accounts. Imagine that is a turn-based strategy game, and if you play ...
1
vote
7answers
2k views

List of Anti-Cheat Packages for MMOs? [closed]

i would like to start this topic for programs to counter-attack link text. I am not aware of a big list but with everyone's help i hope to make this a fine topic. Posting format: NAME: nProtect ...
8
votes
4answers
2k views

Anti-Cheat for MMOs issues and solutions? [closed]

Most online games suffer for this problem and there are some software companies out there to cover this but recently from what I've seen most companies are trying to avoid those programs creating ...
14
votes
6answers
2k views

What are some ways to prevent or reduce cheating in online multiplayer games? [closed]

Punkbuster exists just to prevent cheating, and yet cheating is common in punkbuster enabled games. Modern Warefare 2 is seriously locked down from the end user running their own server or making any ...