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  1. Aug 2017
    1. The apparent legal threats that took down these paid hacking tools can be seen as a similar method to fix the game's cheating problem through non-technial means. And while keeping hackers out is important to the interests of fair play, GTA Online's use of microtransactions means hacks that can generate infinite in-game money impact a market that's reportedly worth half a billion dollars to Take Two.

      Hack is everywhere, GTA's case shows how online game hacks can directly cause a big amount of loss of money. Not only economic loss, the impression of the game on players are also worsened. So we can see for huge online game, it is super urgent to minimize cheating as much as possible.

    1. Cheating also appears to be infectious. The likelihood of a fair player becoming labelled as a cheater in future is directly correlated with this person’s number of friends who are cheaters. So if you know cheaters you are more likely to become one yourself. Cheating spreads like flu through this community.

      Infectiousness is cheating's another property, also the most bothering thing about cheating. Since cheating is infectious and people are easy affected by cheaters around them, cheating seems to be a unsolvable issue.

    2. Their idea is to use the structure of the network to predict the likelihood that a given player will become a cheat in future. In other words, the number of friends who are cheats determine how likely this player is to becoming infected with the ‘cheating virus’ in future, so to speak. They say they expect to do more work on this in future.

      This idea sounds reasonable, but still kind of ridiculous. Just because a player meets many cheaters, does not mean he or she is going to be a cheater under that influence. In this case, they cannot let those honest players take responsibilities.

    3. So gaming communities invest significant resources into finding and stopping cheaters. In the Steam Community, for instance, which has some 30 million users, cheats are clearly labelled so that other users can see them and so that servers can prevent them playing games from which they are banned (although they can play other games).

      The cheating issue has drawn a lot of attentions of game companies, they have been investing lots of resources on catching and limiting cheaters.