Article View: alt.games.diablo
Article #384Re: Diablo: How they COULD have stopped cheaters -- HACK THIS
From: Michael Traun
Date: Sat, 01 Feb 1997 00:00
Date: Sat, 01 Feb 1997 00:00
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> much better (and simpler idea)... when logging in, have the server > check the s/w to see if it's been tampered with. > > For example.. as my character develops, an algorithym creates an > encripted checksum. When I log in, the same algorithym on the host >looks at my stats, etc and generates a checksum. > >If the checksums don't match.. then I'm not allowed to log in (or only >log into special 'cheaters' arena). > Nice idea, but how will this work on an IPX network? There is no defined host, and the game exists only as long as someone is in there running it. I've never played on battle.net and from the sounds of the "cheater based posts", I'm glad I never have. My games consist of playing with people I can trust and know won't cheat. ----------------------------------------------------------- Michael Traun "I want to live forever, mtr...@pcug.org.au or at least die trying!" PC Users Group of Australia Villa - Blakes 7
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From: "Michael Traun" <mtr...@pcug.org.au> Subject: Re: Diablo: How they COULD have stopped cheaters -- HACK THIS Date: 1997/02/01 Message-ID: <01bc107c$5f57a5e0$0300a8c0@lichbane> X-Deja-AN: 213762215 references: <32e67266.1620229@news.ntr.net> <854166571snx@hkchan.pc.my> <5cgbj4$9j@titan.globalserve.net> <5cgqmo$h49@chronicle.concentric.net> <5cl2dc$asq@titan.globalserve.net> organization: Shanizar Computing Solutions newsgroups: comp.sys.ibm.pc.games.rpg,alt.games.diablo MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit