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This is a discussion on "MUD Anti-cheat" in the Top Mud Sites MUD Coding forum : Hey guys Before I write the main post,let me first put two disclaimers: 1. I am posting this here, because I think it belongs to coding. Feel free to move the thread if it doesn't 2. I am a member of two anti-cheat communities and head admin of one for Americas Army and True Combat Elite, so I am interested to see what type of security other games have I was wondering what type of anti-cheat software are MUDs using.Also,do you guys use ban lists... |
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#1 |
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Hey guys
Before I write the main post,let me first put two disclaimers: 1. I am posting this here, because I think it belongs to coding. Feel free to move the thread if it doesn't 2. I am a member of two anti-cheat communities and head admin of one for Americas Army and True Combat Elite, so I am interested to see what type of security other games have I was wondering what type of anti-cheat software are MUDs using.Also,do you guys use ban lists |
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#2 |
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What exactly do you mean by "cheat"?
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#3 |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,119
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If you're interested in game security in general, let me recommend Steven Davis's blog at Playnoevil.com. It is easily the best blog on game security in the world.
--matt |
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#4 |
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What I am talking about is what type of software if any,MUDs are using to prevent hacking/cheating in the realms
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#5 |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,536
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Protection against things like hacking and denial-of-service attacks is likely to be handled by the hosting provider (protecting the entire machine) rather than the individual mud.
Cheating prevention is going to be handled on a case-by-case basis, as part of the mud itself - if you don't want players to do something, you either modify the code so that such an activity isn't possible, or you set up a rule threatening to punish those who perform said activity. |
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#6 |
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So no one is using a software such a PunkBuster, Valve and such?
Anyone thought about maybe using something similar? I haven't seen any hacking that i know of,but I am sure it exists.Just basically wondering what a MUD game is doing differently or similarly to graphic MMOs and FPS |
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#7 | |
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Member
Join Date: May 2005
Posts: 145
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You h*ve gai*ed 100 XP. That makes it a bit more difficult to write scripts that trigger on the text as part of the cheat. Eventually people found ways to trigger on it anyway A good way to handle many kinds of cheating in MUDs is to study the cheaters. If many use bots for levels then it might be an indication that there is an issue with the design of the game. |
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#8 | |
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Moderator
Join Date: Apr 2002
Home MUD: Carrion Fields
Posts: 642
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#9 | |
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#11 |
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Senior Member
Join Date: Oct 2002
Posts: 278
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To add my two cents in here. The rule where I play is, "No script or client can 'directly' send commands not initiated by someone who is not at the keyboard, *except* for those that only provide information between players. This means someone could "cheat" by doing it anyway, but they will eventually get nailed for it, since someone on the staff, or another player, will notice them doing something, try to talk to them, and find that they are being ignored (and not officially with the ignore command). This is a nuking violation. So is hacking someone's passwords or multi playing, both detectable by which IP is in use at the time and what sort of things they are doing while logged in.
As for trying to munge the data, so people can't trigger off it, I think that seriously stinks, doesn't work in the long run, and just ****es off the people that intend to do things like funnel some things to secondary windows, or do data tracking on their end, which has no direct interaction with the mud itself. Its the equivalent of telling people, "I don't care how clever you are or what you client can do, I don't want you displaying a MMO style inventory sheet on your own computer for the stuff you are wearing!" The obvious question, as with any such intentional derailment, is, "How the hell can you tell, and why the heck should it matter to you how I display that information?" The only answer is invariably, "Well, we want to make it 1% harder for someone that does botting to write their scripts. Umm, OK, and how is that stopping them at all? lol After all, making the data harder to deal with doesn't solve anything, it just kills legitimate uses in some case, while making the bots AI slightly more complex. In the end, you are still going to have to watch for non-responsive people, who seem to be doing a lot of exping, etc., while never responding to your staffs questions to them. That is the *only* way, short of using a proprietary client, that you can catch them. And the later... isn't much use either. With something like Mushclient, the only difference between an Iron Realms client and Mushclient is figuring out the protocols they came up with to prevent someone using a non IRE client. Some people are fiddling with it and are about... 80% there already. Making the client-server interface more complicated only stops the most limited clients from circumventing things, it still doesn't "prevent" anything, it just makes it take longer to duplicate the protocols. In the end, its still someone at the machine trying to talk to a supposedly active player, who finds they won't respond to anything, that will "catch" people that cheat. If anything, the morons trying to hack the server/characters are *far* easier to detect than someone using the wrong client or running 5000 lines of script that doesn't send one single thing to the mud in a recognizable way that a player couldn't. Its still going to take trying to talk to them to figure out what is really happening. |
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#12 | ||
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,119
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We don't have any problem with people using 3rd party clients. At any one time, only about 40% of our players are using Nexus . --matt |
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#13 | |
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Join Date: Jun 2003
Posts: 125
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#14 | ||
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Senior Member
Join Date: Oct 2002
Posts: 278
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Want a better example? A few years back MS added a mess of stupid nonsense to some web protocol and flat out stated, "Open source projects might be able to duplication one or two of these, but making it work with all of the changes would be nearly impossible." This genius statement was made as a selling point to companies that bought into MS hype, three days *after* a project for the Apache server released a *completely* compatible protocol implimentation, which supported *all* of the features MS had added. lol |
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#15 | ||
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Senior Member
Join Date: Oct 2002
Posts: 278
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#16 | |||
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Join Date: Jun 2003
Posts: 125
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#17 | |
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Senior Member
Join Date: Oct 2002
Posts: 278
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#18 | ||
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Member
Join Date: Jun 2004
Posts: 130
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Automappers and graphical/VT interfaces are a good example of this. Most muds don't consider that to be a problem though. |
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