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It'd help if the lock wasn't broken to begin with or having to replace the
entire safe if the lock was picked or the secret combination guessed.

On 9/11/06, Edward Luna <[EMAIL PROTECTED]> wrote:
>
> Any lock can be opened and any safe can be cracked... Valve is
> restricted by the law of the diminishing return; much like the OSHA
> cowboy.  At some point, onerous safeguards destroy the game they were
> intended to protect.  The servers are our homes...  we need to lock the
> doors ourselves.
>
> -----Original Message-----
> From: Whisper [mailto:[EMAIL PROTECTED]
> Sent: Monday, September 11, 2006 12:03 AM
> To: [email protected]
> Subject: Re: [hlds] Re: Scum-sucking Bottom Feeders
>
>
> --
>
> [ Picked text/plain from multipart/alternative ]
> It is quite simply a case of developers more worried about making the
> game
> work, rather than making the game code secure at the very beginning from
> the
> design point onwards.
>
> As I have said before, if you design a platform with security and
> robustness
> up most in your mind from the beginning and also assume that whatever
> you do
> will break and set things up so you can make changes easily for you, and
> difficult to circumvent, then you would be well in front to begin with.
>
> Trying to bolt security onto an product at the end, is nearly always a
> losing proposition.
>
> Take a look a 1 very simple feature that is already built into the game:
> sv_consistency
>
> If sv_consistency was implemented properly, the server admins could
> choose
> to turn it on and force players to only play with Valve default models,
> which as some of you know, would help considerably against numerous VAC
> proof cheats currently available. If a user wished to bypass this check
> with
> a 3rd party program (read cheat) then it would be 1 more thing available
> for
> VAC to detect.
>
> The other annoying thing is, in the old days when not as many people had
> decent Internet connections and Valve did not have this wonderful update
> platform known as STEAM, I would agree, it was difficult to keep clients
> maintained, but now with STEAM and huge amounts of bandwidth currently
> available (>2GB FOR A BF DEMO OMFG), other than the develpment side,
> there
> is now no limitation to how often a Anti-Cheat can be updated.
>
> Any how, I don't know what happens or why, but I would have thought that
> making your game a cheat free as possible, and consideration of server
> administration as a part of the initial design phase rather as an after
> thought, would be primary a consideration to game development these
> days.
>
> On 9/11/06, Frazer <[EMAIL PROTECTED]> 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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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> --
>
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