Marvel Rivals

Marvel Rivals

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Clumsybeast Dec 25, 2024 @ 3:50pm
So players modding offically broke this game.
I am now running into teams who can walk into our spawn, and still kill us, and us not even heal. Pretty much losing interest in this game from players cheating. Honestly, this is one of the reasons why people only play multiplayer games on consoles.
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Showing 1-15 of 26 comments
X Pradiator Dec 25, 2024 @ 3:52pm 
mods dont affect server lmao and if one file doesnt exist on server they get banned
kw0lf.tw Dec 25, 2024 @ 3:55pm 
No online multiplayer game has ever been able to completely stop cheating. It's part of life on online multiplayer games. If you can't deal with a cheater from time to time, don't play online multiplayer games.
Last edited by kw0lf.tw; Dec 25, 2024 @ 3:56pm
Kyutaru Dec 25, 2024 @ 3:57pm 
Originally posted by omgjpalol:
No game as ever been able to completely stop cheating.
Not true actually. Games that verify with the server cannot be cheated. It's games that trust the client to do much of the processing that run into these problems because the client can be modified while the server can't. However, verifying with the server every action results in lots of data transfer and lag, which isn't optimal for an FPS game where responsiveness is a key factor, which is why most FPS games opt for kernel anticheats instead of just... verifying that the shot was real.
id795078477 Dec 25, 2024 @ 4:14pm 
Originally posted by Kyutaru:
Originally posted by omgjpalol:
No game as ever been able to completely stop cheating.
Not true actually. Games that verify with the server cannot be cheated.
Completely wrong. Memory editing, register spoofing, etc, etc, etc.

There's only one thing that matters when we talk about cheating and it's called "worth". Meaning "is it worth the effort". Sophisticated cheats that inject stuff into processes on the fly, potentially bypassing some digital driver signatures and whatnot - are not an easy thing to pull off, so question becomes "is it worth cheating to bother so much".

And the answer is always - money. Elaborate cheats are not created by people for themselves. People who can hack stuff on such level are experts, extremely intelligent and experienced professionals who - if they put their wits to a regular job - can pull off strong six digits a year easily. They wouldn't bother wasting weeks on creating cheats only to dump on some kids in a video game. They do it to sell these cheats.

So it boils down to popularity. As well as the demand for cheats (read: competitiveness of the game). If the game is extremely popular - it will be in the crosshairs and cheats will appear. It's not a matter of "if", it's a matter of "when" and "how much". The only consistent way of dealing with cheaters if to remove them from the game via properly managing the community and monitoring reports.

Now, of course - in-game protection and anti-cheat systems are important, because they raise the barrier on complexity to create the cheats, meaning that reduces the surface of attack by the virtue of it becoming "not worth" for many cheat-makers (ideally, as many as possible). But you can never be 100% sure and your last line of protection must always be the human vigilance.


And regarding mods - the simple truth is that allowing mods inherently weakens potential of any protective systems that could be put in place, therefore increasing the "worth" for cheat-makers as the barrier to entry for such games is lower. It's better just not allow any mods.
Skeleton Minion Dec 25, 2024 @ 4:18pm 
It's a Chinese game anyone with the brain cell would recognize they could make bank off those ego chasing degenerates.
Townhero Dec 25, 2024 @ 4:23pm 
Originally posted by Kyutaru:
Originally posted by omgjpalol:
No game as ever been able to completely stop cheating.
Not true actually. Games that verify with the server cannot be cheated. It's games that trust the client to do much of the processing that run into these problems because the client can be modified while the server can't. However, verifying with the server every action results in lots of data transfer and lag, which isn't optimal for an FPS game where responsiveness is a key factor, which is why most FPS games opt for kernel anticheats instead of just... verifying that the shot was real.
FALSE
Kyutaru Dec 25, 2024 @ 4:25pm 
Originally posted by id795078477:
Originally posted by Kyutaru:
Not true actually. Games that verify with the server cannot be cheated.
Completely wrong. Memory editing, register spoofing, etc, etc, etc.
No, not wrong. All of that is client side, and only works if the server trusts the client. There's a reason you can't just edit your stats on some online games and make yourself one shot the raid boss. It's because the server checks to see your real stats on the server's end, not the fake stats you're claiming to have on your client's display. You can edit what you see on your screen, not what's stored in your server data. Anything you try to spoof only matters on the client's end, not the server's, and it's up to the server to verify whether the spoofed content is legitimate or not.

Again, it depends on the game actually verifying that the client is correct. The games that most often do this are turn-based games because they have the easier time of it without impacting performance. You can't cheat at Chess. You can hack your client to allow you to move ANYWHERE ON THE BOARD or even morph your unit into a different one, but when you attempt to perform an illegal move with this unit, the server will stop you and say "nuh uh, that's invalid". It's why gacha games survive and make money, because if everyone could just cheat in them, they wouldn't need to pay. Some do have problems because they verify at the END of the mission instead during every turn, but not all do that.

Chief reason games get hacked is because it's not as cost efficient to perform constant server calls on every action, as it means the server has to process each attack manually instead of allowing the client to do it. Doesn't mean it's not possible, just means most developers don't bother with it. MMORPGs are great examples since even if you edit your strength in World of Warcraft, it has no impact on your ability to hit the boss, the server doesn't trust the client. Most MMO hacks are related to movement speed and teleporting because the server trusts the client's ability to WASD since verifying every step was done in old MMOs and resulted in a lot of rubberbanding and players complaining about "bad optimization" when it was really just the devs thwarting cheaters.
Originally posted by Clumsybeast:
I am now running into teams who can walk into our spawn, and still kill us, and us not even heal. Pretty much losing interest in this game from players cheating. Honestly, this is one of the reasons why people only play multiplayer games on consoles.

Can you post a video of people doing this?
Kyutaru Dec 25, 2024 @ 4:29pm 
Originally posted by Townhero:
FALSE
Great argument, you really showed me with that one word reply. Amazing rebuttal, 10/10.
id795078477 Dec 25, 2024 @ 4:47pm 
Originally posted by Kyutaru:
Originally posted by id795078477:
Completely wrong. Memory editing, register spoofing, etc, etc, etc.
No, not wrong. All of that is client side, and only works if the server trusts the client.
We can stop reading here. Sorry, but after reading this I can tell that you're either deliberately misleading or you simply do not understand how network games work.

Have you ever created an MP game or dealt with one? I did. In very practical terms - but also with proper theory on the matter. Now, not to "exert the expert pressure", let me just tell you these points:

-->> There are things that the server cannot know as they happen on the client. Example are all aimbot cheats. They read data available to the client and then react on this, sending the data back to the server via legitimate means that the client has. There's no "trust-distrust" here, the server cannot know if it's the legitimate input by the player or illegitimate one by the cheat.

To drive the point home on why it is a theoretically unsolvable problem: imagine the client machine not having anything suspicious installed AT ALL. But there's a web-cam that reads the monitor that's connected to that client machine, then it sends the signal to another machine that has the cheating software installed. That software processes the signal, calculates what should be the input and then transmits it to a robotic arm implement which in turns moves the mouse controller on the legitimate client machine.

There = completely pure client is compromised, bypassing each and every possible control. It doesn't matter that the scenario I described is impractical, it only matters to show that it is simply impossible to "check things on the server" or "not trust the client". Some data that server gets is simply created on the client. You cannot "not trust" it. You can only hope for some AI/heuristic to check it, but that cannot be 100% accurate. And it has a next problem:

-->> There are things that are impossible to check regarding the client because it is impractical. If we imagine that client cannot be trusted, that means any checks must run on the server. So if you create any heuristics or AI to try validating client input (like seeing if it's 100% headshot accuracy or some such) = you must run it on the server. That means you immediately get a multiplier by the amount of clients that server has. These heuristics are computation-heavy even for one client, but for something like 100.000 of them - you'd need to get a google-size cluster just to run it.

-->> And that still fails if you remember that there is data that the client can use to its advantage without the need to send anything back to the server. We're talking wallhacks = just highlight enemy players, use the data that client already has. The player is then free to do anything with that information, the cheat simply doesn't even engage with the server in any way, it's completely client-side and provides advantage over those who don't have access to this information.


Yeah, no. I've seen these things, I had to deal with these things. You simply cannot solve it automatically/algorithmically. If you still don't believe me - think of all the brilliant minds in all the gaming companies for 30+ years of gaming. We had cheats back then, we still have them now. And those people often stand to gain millions if not billions from making their games free of cheaters.
Last edited by id795078477; Dec 25, 2024 @ 4:54pm
Kyutaru Dec 25, 2024 @ 5:03pm 
Originally posted by id795078477:
Originally posted by Kyutaru:
No, not wrong. All of that is client side, and only works if the server trusts the client.
We can stop reading here. Sorry, but after reading this I can tell that you're either deliberately misleading or simply do not understand how network games work.
Actually this is my profession and I'd be happy to walk you through it because it gives me a chance to nerd out over a subject that few people care to discuss. In fact, let's play a game, you tell me how you plan to cheat in my online game and I'll tell you how my server will stop you. Short of outright breaking into my files and editing your data on the server.

Originally posted by id795078477:
Have you ever created an MP game or dealt with one?
Yes, which is where I'm coming from. I've also attempted to break many games as well, finding the line between what gets constituted as valid and what doesn't. Diablo 2 back in the day, for example, you can cheat all your stats to max on the client's side yet the server doesn't care and still applies damage according to your server-sided BNET stats. Which also made a solid internet connection required to play because if you ran on dial-up, your damage wouldn't even appear onscreen for a few seconds until the server returned it. All calculations were being processed server-side and verified to counter attempts at spoofing.

-->> There are things that the server cannot know as they are happen on the client. Example are all aimbot cheats. They read data available to the client and then react on this, sending the data back to the server via legitimate means that the client has. There's no "trust-distrust" here, the server cannot know if it's the legitimate input by the player or illegitimate one by the cheat.

Originally posted by id795078477:
To drive the point home on why it is theoretically unsolvable problem: imagine the client machine not having anything suspicious installed AT ALL. But there's a web-cam that reads the monitor reading from that client machine, then it sends the signal to another machine that has the cheating software installed. That software processes the signal, calculates that should be the input and then transmits it to a robotic arm implement which in turns moves the mouse controller on the legitimate client machine.
Again, all of that is to spoof a client-sided hack prevention software. It has no bearing on the server. You're talking about DMA cheats or mimicking player movements, none of which matters if the server is verifying the input. What you have crafted with this web-cam nonsense is an elaborate undetectable aimbot which has nothing to do with server verification and is already possible using DMA cheats. What I'm talking about isn't simulated player actions, but what you said before -- memory editing, register spoofing, etc. You can't edit data that is stored server-side, and cheats make use of data available to the client. All a server has to do to counteract your particular cheat is verify whether the input is human or noticeably artificial, which intelligence as advanced as the one you're using can discern. Older anticheats, before they flat out tried to read your files and get into your kernels, did exactly that... they operated server-side and tried to guess if your movement were physically possible or the product of a computer.

Originally posted by id795078477:
There = completely pure client is compromised, bypassing each and every possible control. It doesn't matter that the scenario I described is impractical, it only matters to show that it is simply impossible to "check things on the server" or "not trust the client". Some data that server gets is simply created on the client. You cannot "not trust" it. You can only hope for some AI/heuristic to check it, but that cannot be 100% accurate. And it has a next problem:
See above, that's exactly what I'd do, and 100% accuracy isn't needed, as I never promised 100% accuracy or flawless execution.

Originally posted by id795078477:
-->> There are things that are impossible to check regarding the client because it is impractical. If we imagine that client cannot be trusted, that means any checks must run on the server. So if you create any heuristics or AI to try validating client input (like seeing if it's 100% headshot accuracy or some such) = you must run it on the server. That means you immediately get a multiplier by the amount of clients that server has. These heuristics are computation-heavy even for one client, but for something like 100.000 of them - you'd need to get a google-size cluster just to run it.
Again, that is evidence of what I said before, that it isn't cost-effective. Not that it's impossible. It's actually very possible to create a hackproof game, it's just never going to be practical to do it. The reason developers give us so much client-side control is because they don't want to process it on their end, most notably due to the lag and cost.

Originally posted by id795078477:
-->> And that still fails if you remember that there is data that the client can use to its advantage without the need to send anything back to the server. We're talking wallhacks = just highlight enemy players, use the data that client already has. The player is then free to do anything with that information, the cheat simply doesn't even engage with the server in any way, it's completely client-side and provides advantage over those who don't have access to this information.
Such things were actually attempted in old FPS games, including TF2, but you can actually verify those with the server. The server can check each individual file as older games once did before they became multiple gigabytes to check for any modifications to them. Elden Ring itself even operates in a somewhat similar way with a checksum result based on an algorithm known only to the server, verifying that client data is authentic when connecting. In theory it can still be spoofed if you have supreme omniscience, but I'd not run that by.

Originally posted by id795078477:
Yeah, no. I've seen these things, I had to deal with these things. You simply cannot solve it automatically/algorithmically. If you still don't believe me - think of all the brilliant minds in all the gaming companies for 30+ years of gaming. We had cheats back then, we still have them now. And those people often stand to gain millions if not billions from making their games free of cheaters.
Those brilliant minds took the easy way out. I'm very much thinking about the past 30 years since I lived through them and watched games get worse and worse over time, depending more and more on the client for processing and switching to invasive anticheats as a last resort in order to prevent negative reviews from "bad optimization" due to rubberbanding when the server disagreed with the client.

Cheers.
id795078477 Dec 25, 2024 @ 5:20pm 
Originally posted by Kyutaru:
Actually this is my profession and I'd be happy to walk you through it because it gives me a chance to nerd out over a subject that few people care to discuss.

Originally posted by Kyutaru:
Those brilliant minds took the easy way out. I'm very much thinking about the past 30 years since I lived through them and watched games get worse and worse over time, depending more and more on the client for processing and switching to invasive anticheats as a last resort in order to prevent negative reviews from "bad optimization" due to rubberbanding when the server disagreed with the client.

Cheers.

I hate to say it, I really do = because I don't like to "brush off" the arguments that someone brings on a simple observation, but in this case I don't think I can just ignore it. You claim to be an expert and then dismiss the experience of everybody in the entire gaming industry for the entire time that industry ever existed as "not trying hard enough". I've seen many things in my professional life, but I've never seen an expert claiming stuff like that.

The rest of your post alludes to contradiction to itself, since you tend to forget that by your own assumption the client cannot be trusted. And I still fail to see what will you verify on the server if the client manipulates the data it has access to without ever sending anything to the server. Or how the supposed "heuristic" could deal with a cheat that mimics the statistics of pro-level players (i.e. fairly within the realm of human capabilities, with no statistical anomalies to latch on).
Last edited by id795078477; Dec 25, 2024 @ 5:25pm
Kyutaru Dec 25, 2024 @ 5:33pm 
Originally posted by id795078477:
You claim to be an expert and then dismiss the experience of everybody in the entire gaming industry for the entire time that industry ever existed as "not trying hard enough".
No, I haven't, I said what I said about corporate always prioritizing their bottomline over a fair experience. When you know that clients are being modified, for many years, and you continue to offload more and more trust onto the client, you're not improving the fairplay of the system, you're increasing your vulnerability to exploitation. How are you unaware of that? Is it really that difficult of a concept to conceive? We've gone from everything being triple-checked online to make sure server data matched client data to games not even caring what happens as long as no fishy processes are being used. Games are more hackable today than they have ever been. I still remember a time when most of my online games were hacker-free with the occasional guy who gets through because every game had its own anticheat and cheaters had to rediscover how to beat each one. Today it's proliferate and largely due to the reliance on EasyAntiCheat or other common but already busted systems.

Originally posted by id795078477:
The rest of your post alludes to contradiction to itself, since you tend to forget that by your own assumption the client cannot be trusted. And I still fail to see what will you verify on the server if the client manipulates the data it has access to without ever sending anything to the server.
How did I forget the client cannot be trusted? You claim to dislike brushing off entire posts then do exactly that because you can't be bothered or aren't able to address them. We're discussing online games, if the client is modifying something on its end, it's to impact something on the server's end, and the server can at least attempt to check whether modifications on the client's end match the server's expected requirements -- not with encryption but with algorithmic verification processes like so many data authenticates already use.
Kyutaru Dec 25, 2024 @ 5:36pm 
Originally posted by id795078477:
Or how the supposed "heuristic" could deal with a cheat that mimics the statistics of pro-level players (i.e. fairly within the realm of human capabilities, with no statistical anomalies to latch on).
Show me one that can. Everything produced by a computer has signs that it was produced by a computer. Even AI imaging isn't advanced to the point that we can't tell it's not done by a human and that's by our own eyes. AI can detect AI even easier because it can identify patterns. Humans don't operate that way, and we're less likely to leave behind patterns. You can sit here talking about some hypothetical future where we have perfect cheats, but I can also talk about a hypothetical perfect counter to those cheats that hasn't been invented yet.
mna99 Dec 25, 2024 @ 5:38pm 
Instead of all this arguing, can we see some vids or replays of people being killed in spawn?
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Date Posted: Dec 25, 2024 @ 3:50pm
Posts: 26