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| [Jun 18, 2012, 12:31 pm ET] - Share - Viewing Comments |
There's an interesting article on Kotaku on cheating in multiplayer games, focusing on malfeasance in Battlefield 3, DICE's military shooter sequel. Well, malfeasance is our term, the article takes an almost sympathetic tone, characterizing the cheaters it specifically portrays as regular players, and relating their complex rationalizations of how they are somehow more justified than garden-variety cheaters. The article also takes a surprisingly informative approach to details on this, choosing to provide links to cheat providers, prices of various exploits, and even de facto reviews of their effectiveness.
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| 18. |
Re: On BF3 Cheating |
Jun 18, 2012, 14:46 |
ItBurn |
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DG wrote on Jun 18, 2012, 14:40: Thing that surprises me is the cheat abilities. Half that shit shouldn't even be possible - evidently the game is doing stuff client-side that any game with a half-assed consideration of security has done on the server.
uberdamage - Why is the client able to determine damage? autospot - why does the client even KNOW where people are in order to spot them? Shit, no wonder the BF games are so laggy, every client knows everything about every other client that it has no need to know about! massmurder - tell me this is some server exploit? Such weak sever code is bad enough, but if it's all in the ability of a client that's a total joke of a developer.
The response by the dev is a total joke as well. The best way to combat cheating is to look at stats? Wipe first then ban for second offence? They're only even trying to get the most flagrant to buy a second copy.
The cheaters find a way to hack the game. DICE applies a fix. The cheaters find a new exploit. Well no shit when you're taking an approach where the client has all kinds of info it doesn't need and is making the determinations that should be done on the server.
This is really confirming my suspicions about the quality of DICE development after my foray into the BF series with BF2142. They are totally and utterly shit. To me it definitely looks like hit detection is client side. If you go into cover while being shot at, you still get hit long after you're hidden. Because of the lag, your enemy still sees you even tho you just hid in your game. That or, it's really strange handling of hit detection or broken position interpolation. There's a LOT of data being transferred by the game and it's impressive that the lag is so invisible, perhaps it's exactly because a lot is handled by clients. |
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