ManDaisy, on 01 January 2012 - 04:42 PM, said:
The fastest way to kill a game is to have bad hack security.
Most of the game killing hacks take form in:
1) Cash for Gold spam bots,
Not a "
hack" per say going by common definitions. Also with a player-based reporting system and the liberal use of account/IP bans something you can handle.

In particular if you do
not allow for direct player-to-player transactions but make all of these go through an intermediary (ComStar?), aka the game company. Makes it rather hard for the RMT crowd to make a quick buck.
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2) Godmode client side hacks
Comes mainly down to what is stored client- and what server-side. Could become an issue when the wrong call there is made early on. I could reference WoT's "hitbox skins" as one example, where a borderline exploit was declared legit by the game company (Yeah, hilarious, isn't it?) because they didn't want or couldn't do the major re-coding to fix that.
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3) Item success/ XP gain packet spoofs
As with most packet-related matters it could be handled by forceful disconnects. If the server notes too many packet losses/hiccups over the duration of a match, he could kick you. I know, pretty tough on those who don't have a good/stable internet connection, but you can hold neither PGI nor your fellow players responsible for that, can you? I'm confident PGI will do the best they can to provide good connectivity on their side, but as some... people... will try to use packet loss and lag-inducing to gain in-game advantages, I'd rather have more people being kicked than MWO becoming a cheat- and exploit-fest. Also, a liberal use of the banhammer I support here as well.
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Report and ban function. If you declare botting specifically a violation of the terms of use in the EULA, you can permaban those easily. Only downside to this of course being that you actually need human resources to do the "good work". And that preferably around the clock to cover all timezones.
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5) No clip, hide inside walls/ underfloors crap
That's actually less than a
hack but more of a sloppy coding/graphics issue. In a perfect world where no game ever has any bugs that shouldn't ever happen.

I'm aware some games were/are rather notorious for that. Others weren't/aren't though. So it can be done.
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6) lag teleporting toggling
Same as point 3 really. There are methods to force/foster packet losses and/or lag spikes, many of us have seen it happen in past games probably. You cannot really hide how "erratically" your connection behaves in these case. Having both the server automatically plus eventually a team of PGI employees looking for/into stuff like that might be a good countermeasure. And if one client keeps repeatedly acting up, there's always the ban option. Or at least vigilant monitoring by a GM/PGI hit squad.

Won't be kept a secret for long, as most people using these
hacks are also notorious braggarts. What point would it be to "tweak" the game to make you "uber" if you can't profit from that by swinging your (thus artifically enlarged) E-Peen around?
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I want to devs to take as much concern in ways to prevent hacking as to developing the game. Even if you do make a great game it wont mean anything at all if someone decides to release a "hack" that all the little kitties decide to download and ruin things for everyone. All it takes is one person, to upload whatever and then everyone has it.
Yep, and in some countries that can actually land you in jail these days, if the company decides to press charges. Heck, actually, if PGI decides to go bigger into international dislocation (servers, offices, "regional" support teams), they can even level lawsuits in several countries. Would your average "
hacker" not just love it to have an APB hanging over his head potentially every time he wants to travel on vacation?
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Really if you want anyone to take any online game seriously, especially any persistant online game, it has to be 100% hack proof.
There is no 100%. Period. That is the reason why you still have a need for actual human beings being in customer support/online security functions. Sooner or later a human will come up with a way to mainpulate something to get an "illegal" advantage. Best way to counter that is another human (or your side) to counteract that. It's a bit like the classical arms race, but unfortunately some game companies/distributors didn't quite get it and thus their games became infamous for cheats/exploits/
hacks. Those who invested properly in human resources to keep any eye on things usually have less issues IMO.