Very well said and in my not-so-humble opinion, you are very much correct.

It's so easy to say that the "company" or the "programmers" should be
able to "do something about this". The reality of the situation is that
any time you have a complex bit of code, there is always going to be a
way to get around it. The more complex it is, the easier it is to
circumvent. If you try to make it simple, the users will complain that
it's too easy even though they then overlook that it is much harder to
cheat. If you become too intrusive, the cheaters can be taken care of
but the users again complain; saying things like "invasion of privacy! I
bought this software and I should be able to do as I wish!". It's a
no-win situation when seen that way.

If you please 51% of the users then you are doing just fine! I recently
complained a bit loudly and I was very much humbled with a very simple
solution by a very patient man. Even though it was not because of "3rd
party plug-ins". I will not make that mistake again soon.

Now for the flame bait! If an admin can't be bothered to watch for the
cheating fscks in the first place, then they probably should not be
running a server!

Link

Frazer wrote:
First, as the OP on this thread, I would like to explain my intent in
drawing attention to this:  simply to raise awareness and to have some idea
what to encourage our game admins to watch for during play.  I am sure that
those who want such hacks as these have no difficulty finding them.  Oh and
also...as was suggested in an earlier response - I don't think (last time I
checked) that I am some kind of list troll.  :o)

Second, I wonder to what extent Valve - or for that matter any online game
developer - can truly provide a defense against this crap.  The problem is
that game state is continuously transmitted to the client and all rendering
is under the control of the client.  While VAC can, to some extent, ensure
that the client executable is not tampered with, unfortunately, short of
some very intrusive and, frankly, unwelcome measures, its unlikely that a
complete defense is possible.  Perhaps something of a Bayesian or
statistical application which is not examining executables - but is watching
and measuring the behaviour of players to determine what is suspect and what
is not.  (e.g.  20 headshots within 5 minutes and never killed)  Then,
perhaps, some kind of selectable level of tolerance, to be applied by server
admins - much as spam tolerance levels are set today.

In any event, I just wanted to shine a light on it - because, in the absence
of a technical solution, knowledge and vigilance, on the part of the admin
community is the first and most effective line of defense. I certainly had
no intention of promoting this stuff, nor do I agree that discussing it is
useless.  The more people understand how they work - the more likely it will
be detected and dealt with.


Frazer


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