Perhaps I'm clairvoyant, clued in or it's all just a
coincidence...
Whatever it is, this week Dice published an article
on its Battelog webpage on the topic of cheating in Battlefield 4.
What makes it interesting to me is the timing. Coming almost a week after I posted a video
exposing the ongoing problem of blatant cheats available and prevalent in
Battlefield 4 comes Dice's renewed commitment to combating the practice.
Touting its "FairFight" anti cheating system as
central to its efforts Dice claims to be administering a Heavy Hand to
cheaters.
So what is this "FairFight" all about?
Simply put, it's one part snitch and one part stat
tracking. In other words it's a whole
lot of nothing. It showed up around the
release of Battlefield 4 and was supposed to address the rampant cheating that
was going on largely unhindered in Battlefield 3. FairFight relies on user reports, PunkBuster
Bans (aka: PBBANS) and "unusual" player statistics gathered during gameplay.
One of the improvements in Battlefield 4 over its
predecessor is real time statistics tracking.
Meaning if you get disconnected from a game you still have your unlocks,
kills and other achievements up to that point.
This also allows Dice to monitor gameplay via those same real time
stats.
The theory is that nobody should be able to get say 30 kills
with a sniper rifle in as many seconds without a cheat involved.
Dice has been adamant about the system being largely immune
to false triggering due to the performance of a "skilled" player. Ugh...that
whole "skill" word in the context of video games drives me nuts. Yeah I suppose I'm a "skilled" web
surfer and toilet flusher too.
Anyway the official line is this...
"Our policy on banning cheaters is very strict – we
only ban a player if there’s evidence that he or she is in fact cheating as we
don’t want any false positives. I’m not saying that no evidence = no cheating,
it’s just that we can’t ban anyone if there’s no solid evidence of it. Suspect
players are being monitored a bit closer, and we look for other ways to prove
their guilt." (from the Battlelog article)
Which still doesn't address the real problem with online
multiplayer gaming on PC's and consoles.
That being the very real disconnect between the online host and the
player. It's the same issue that's
caused the failure of cloud gaming services like OnLive except it wasn't lag or
price. Rather it's the layer of
abstraction between what you think is happening and what is actually
happening. Real time gaming isn't
possible over the Internet, there's always a delay and until Terabit
connections happen you can't call it negligible.
As such most online games rely on having as much information
about what's going on preloaded on every client. It lessens the burden on the servers and it's
why you rarely see FPS titles with more than 64 player slots available. It's just too much data to keep track of
which provides the perfect opening for cheats.
All a cheat has to do is expose information that's already present but
normally hidden from a legitimate player.
Unless someone is dumb enough to upload a video bragging
about their exploits to YouTube exposing the hack there's little chance of
getting caught. Meaning we're all on the
honor system. Unless a developer creates
hooks into DirectX that monitor for specific changes to the display output they
can't possibly know about a hack when it's being deployed. That would involve a level of coding that
would be akin to adding a virus scanner into every game's code.
The only thing FairFight does that even comes close is to
monitor certain areas that are considered "off limits "on multiplayer
maps. Off limits is defined as areas
that allow players to hide and slaughter their opponents with impunity. That includes infamous map glitches, "holodeck"
walls you can shoot through and areas that can otherwise give an unfair
advantage. A player that enters these
areas can be banned instantly but remember that we're still not operating in
real time. It's only the local
interaction with the loaded map and not the other players that comes into play
here. You can be sure that every game
"update" will have these areas defined in the local map cache on the
client.
So what's the answer?
FairFight isn't it. I
can't see it as anything more than PR tool.
After all, the cheating industry is a multi-million dollar business
built on circumventing these types of measures.
Reason being, the technology to combat it is too cumbersome and
expensive from both an economic and resource point of view.
Not to mention the uproar that would result from the ever
present eyes of some draconian "Big Brother" watching your every
move.
Meaning we're pretty much stuck with a halfhearted
attempt.
Perhaps the problem really doesn't lie with the developers,
however. Perhaps we just need to
remember that just because we can do something doesn't mean we should.
It's human nature to gain the upper hand but as children
we're often told that cheaters never prosper.
But it all rings hollow in the face of an easy victory doesn't it. I can excuse the 12 year olds in the crowd
but the rest of you, well...
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