Volthorne, on 05 December 2012 - 11:06 AM, said:
Except not. The way you're trying to argue your case is if the previous number that was rolled suddenly vanished and the d100 became a d99 for the second roll and a d98 for the third. Have you ever rolled 100d100? Theoretically the chance for rolling each number is 1/100, but in practice, you're going to roll lots of doubles and triples rather than one of each. This is exactly what would happen with %chance validation and hacks.
Or, for a more realistic (rather than simplistic) approach, get 2d100, and whenever they match up the hacker gets caught. Start rolling.
That's not even a relevant example...
Firstly, your d100 d100 example is not accurate for cheating or hacking. Assuming the validation is a d100, cheating 1% of the time is much too low and not very useful for the case of changing data packets for shots. For example, if lets say damage was changed on 1% of the packets to be double or hit or whatever. That would only affect the overall damage output by 2%.
However, let's keep with that example since it is technically POSSIBLE however INPROBABLE. You case is technically correct, but the effect makes a very poor cheater who doesn't get much benefit.
Also, a validation of 1% is low as well. 10% may be better. Either may my solution can accomodate over 1% validation which you have not addressed;)
For the sake of your corner case example lets go with your d100d100 anyhow. Each game this cheater will shooting hundreds of shots and transferring hundreds and hundreds of packets per game. Lets say for this example 200 shots. Out of those 200 shots, he has randomly cheated around 2 times statisically, marginally increasing his overall damage. He was not caught this game. However, over the course of games he would certainly be flagged. And what cheater only cheats one game and leaves it at that? You give a very poor case for me to concider here.
It's important to think of the practicality of which one speaks and it's relation to the overall system. Your refutation does not describe the system in which we play. (Or at least much more roughly than mine, since everything is technically relative here).
You continue to assume cheaters rarely cheat and one must catch them every time to be effective. That is not the case. the important part is they are caught in a reasonable amount of time and dealt with appropriately. I concede to you they will not be caught on every single point of cheating. But that does not matter. It is the end result that matters.
Example: Why not hire 100x the amount of police to keep everyone obeying the law? you may catch more people in the act of breaking the law, but it does not serve the purpose of keeping order much more than having a reduced force that people are aware of and fear. Have 100x the police would a waste of resources. ( Plus really creepy to boot!)
edit1:typo
Edited by Platinum Booger, 05 December 2012 - 11:45 AM.