Questions tagged [anti-cheat]

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

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44
votes
10answers
14k 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 ...
14
votes
3answers
4k 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 ...
19
votes
6answers
8k 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 ...
10
votes
4answers
6k 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 ...
35
votes
11answers
8k views

Strategies to Defeat Memory Editors for Cheating - Desktop Games [closed]

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 ...
4
votes
2answers
533 views

How to verify if the client files are the same as the server files?

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 ...
5
votes
3answers
2k 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 ...
14
votes
4answers
3k views

Prevent players from wallhacking in an online FPS?

Why do we still complain about 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 ...
7
votes
4answers
415 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. ...
3
votes
7answers
6k 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
3answers
992 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 ...
3
votes
2answers
2k 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). ...
0
votes
1answer
403 views

How do I avoid users hacking my network games from the client side? [duplicate]

I've decided to make an online game; the server sends packets of information to the client application, which is going to simulate what it gets from the server. The client makes a part of the design ...
19
votes
3answers
5k views

Why does editing the client's memory in some MMOs allow them to cheat?

Why editing the memory of the game client works? Why so many "Hack protection" tools coming with the clients? If I were to design a client-server game, everything would happen at the server (the ...
5
votes
3answers
615 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 ...
13
votes
5answers
1k 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 ...
0
votes
1answer
217 views

Keeping score server side to prevent cheating

For my Unity WebGL game, I'm looking into storing the score of users in a database to make a highscore table (it's not a multiplayer game). Because client side code can always be "hacked", the advice ...