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Honeypots against cheaters

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Honeypots against cheaters

Postby fibod » Sat May 12, 2012 5:12 pm

Watching some potential cheaters in spectator mode I recognized that actual cheaters appear to always know where the enemy is and shooting through walls. Thus I started hiding in a hole at an unsuspicious location and waited. Most cheaters fell for the honey pot, dug into the earth and killed me. So how about the server introduces honeypots and see if the cheater fall for it and kick them?
Last edited by fibod on Sat May 12, 2012 5:35 pm, edited 1 time in total.
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Re: Honeypots against cheaters

Postby CampinDan » Sat May 12, 2012 5:18 pm

That's not exactly the easiest thing to code into a game. In fact I believe it'd be nearly impossible. An admin of the server would have to kick the hacker but other than that there's not much anyone can do.
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Re: Honeypots against cheaters

Postby ChaosTLW » Sat May 12, 2012 5:21 pm

I dont know, there would always be the possibility that someone is tunneling nearby and ends up finding the bait. It is a small possibility, but it is a possibility.
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Re: Honeypots against cheaters

Postby fibod » Sat May 12, 2012 5:29 pm

I don't understand why this would be impossible to implement. Just hid a "fake character" randomly underground (easy to implement) for the highest ranking player only (reducing probability for finding him by chance). But that's just one idea, using "server power" the honeypot could be anything (like invisible bots running around... but that would be more sophisticated).
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Re: Honeypots against cheaters

Postby Fluttershy » Sat May 12, 2012 5:30 pm

fibod wrote:Well, the simplest one would be hiding a "fake character" randomly underground (easy to implement) for the highest ranking player only (reducing probability for finding him by chance). That's just one idea, server-wise the honeypot could be anything (like invisible bots running around).


then it punishes people playing for a long time by preventing them from playing however they want (in this case, digging at all). Not to mention aimpotters arent always the "highest ranking players".
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Re: Honeypots against cheaters

Postby ChaosTLW » Sat May 12, 2012 5:31 pm

Well, I remember someone around here discussing about some anti-quack measures that spawn a fake, invisible player behind everyone, so if the guy turns back and hill the fake player, it means he is an aimpot.
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Re: Honeypots against cheaters

Postby fibod » Sat May 12, 2012 5:44 pm

> then it punishes people playing for a long time by preventing them from playing however they want (in this case, digging at all).

How many blocks does the playfield have in X and Z? I think the chance is very low. You could further decrease it by including only "suspicious players" and maybe excluding those who just started digging tunnels (tunnel = "10 digs in last 15 seconds"). Aimbotters usually just run around looking for fast kills. Still not happy? Then only use the honeypot as an additional weight for "speciousness".

> Not to mention aimpotters arent always the "highest ranking players".
Replace "highest ranking players" with "suspicious players" (ratio, accuracy, sprees etc.)
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Re: Honeypots against cheaters

Postby SuckMyVox » Sat May 12, 2012 10:52 pm

I knew a game where the admins used to honeypot hackers by going in the gameworld and being invisible. The hackers didn't know which players were admins and they also didn't realize these admins could only be seen by ESP/Cham hackers.
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Re: Honeypots against cheaters

Postby Articsledder » Sat May 12, 2012 11:29 pm

The issue is you can sometimes see people standing directly below you, so it could happen if someone stumbles onto you.
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Re: Honeypots against cheaters

Postby Paratrooper » Sat May 12, 2012 11:33 pm

A First-person view spectator could make spotting aimbotters 10x easier.
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Re: Honeypots against cheaters

Postby ThisFrickinSite » Sun May 13, 2012 4:42 am

how about the honeypot is instead somewhere slightly above the ground and invisible. i bet that eventully the aimbotter will loose controll and keep tapping the trigger and just shoot it. beasides some aimbotters will probably just ignore people in the ground.
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Re: Honeypots against cheaters

Postby Paratrooper » Sun May 13, 2012 7:30 am

If hackers come out with a visibility check for their aimbots, we'll have a problem.
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Re: Honeypots against cheaters

Postby Gorman » Sun May 13, 2012 9:24 am

Paratrooper wrote:If hackers come out with a visibility check for their aimbots, we'll have a problem.

Then I guess there has been a problem since the first public aimbots were released!

The cheat that OP is trying to counter is the map-hack, not the aimbot.

Anyone using the maphack would not be fooled by a fake player; "who is this guy, his name says ANTI_CHEAT_DUMMY?"
I don't see this working.
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Re: Honeypots against cheaters

Postby Paratrooper » Sun May 13, 2012 9:33 am

Gorman wrote:
Paratrooper wrote:If hackers come out with a visibility check for their aimbots, we'll have a problem.

Then I guess there has been a problem since the first public aimbots were released!

The cheat that OP is trying to counter is the map-hack, not the aimbot.

Anyone using the maphack would not be fooled by a fake player; "who is this guy, his name says ANTI_CHEAT_DUMMY?"
I don't see this working.


Sorry, but people started talking about aimpots in the previous posts :/ Even Mr. OP talked about it.

fibod wrote:> Not to mention aimpotters arent always the "highest ranking players".
Replace "highest ranking players" with "suspicious players" (ratio, accuracy, sprees etc.)


No no no... It's pretty common to get consecutive killing sprees and high ratios. Aimpotters usually intentionally lower their ratios and accuracy.
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Re: Honeypots against cheaters

Postby Gorman » Sun May 13, 2012 10:38 am

Ya, this is why I don't like it when people who don't know what they are talking about decide to make a suggestion to fix said thing that they don't know about.

For clarification, aimbots do not lock on to non-visible targets.
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