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disappointed at Blizzard.

Blogs > KingofHearts
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KingofHearts
Profile Blog Joined January 2009
Japan562 Posts
May 30 2011 02:17 GMT
#1
im disappointed at blizzard for doing a bad job at stopping maphackers. other than banning and suspending players, they didnt do anything to prevent maphacks.why dont they follow iccup's footstep? banning maphackers doesnt actually prevent maphack from being used. i misses the old days when playing rts doesnt give u the anger and fear of playing a maphacker . i played red alert 1 and warcraft 2 and have never heard of maphacks. i believe maphacks doesnt even exist during those time. nobody bothers to make them anyway.

10 years down after sc1 and the issue of maphack still exists.. this is frustrating as a player and consumer . plus i think blizzard have what it takes to implement an antihack system to their game.thats what makes it more disappointing. not stopping something bad when you have the power to.

/rant

***
moshi moshi~
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
May 30 2011 02:20 GMT
#2
As far as I know, chasing maphacks is like cats'n'mice. In other words, if you patch a maphack exploit, there will be new one. Correct me if I'm wrong.
Dubzex
Profile Joined October 2010
United States6994 Posts
May 30 2011 02:25 GMT
#3
Are you ranting about sc:bw? I thought Blizzard stopped caring about hacks for that game years ago. I could be wrong here but I think Blizzard has more important things to worry about like D3, HOTS, WOW, and the new MMO instead of a game that they are actively trying to phase out so they can bring more people, especially Koreans, into the world of SC2.
"DONT UNDERESTIMATE MY CARRY OR YOU WILL BE CARRIED INTO THE ABYSS OF SUFFERING" - Tyler 'TC' Cook
jello_biafra
Profile Blog Joined September 2004
United Kingdom6642 Posts
Last Edited: 2011-05-30 02:27:52
May 30 2011 02:26 GMT
#4
On May 30 2011 11:25 Dubzex wrote:
Are you ranting about sc:bw? I thought Blizzard stopped caring about hacks for that game years ago. I could be wrong here but I think Blizzard has more important things to worry about like D3, HOTS, WOW, and the new MMO instead of a game that they are actively trying to phase out so they can bring more people, especially Koreans, into the world of SC2.

Pretty sure he's talking about SC2.

Someone needs to make a modern day penguin plug for SC2, that would solve the problem!
(for those who don't know penguin plug was an old plugin for BW that took advantage of a "back door" in the popular maphack of the time and made the player unally themselves after 5 minutes so their own units would destroy their base lol)
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
Dubzex
Profile Joined October 2010
United States6994 Posts
May 30 2011 02:34 GMT
#5
On May 30 2011 11:26 jello_biafra wrote:
Show nested quote +
On May 30 2011 11:25 Dubzex wrote:
Are you ranting about sc:bw? I thought Blizzard stopped caring about hacks for that game years ago. I could be wrong here but I think Blizzard has more important things to worry about like D3, HOTS, WOW, and the new MMO instead of a game that they are actively trying to phase out so they can bring more people, especially Koreans, into the world of SC2.

Pretty sure he's talking about SC2.

Someone needs to make a modern day penguin plug for SC2, that would solve the problem!
(for those who don't know penguin plug was an old plugin for BW that took advantage of a "back door" in the popular maphack of the time and made the player unally themselves after 5 minutes so their own units would destroy their base lol)


I don't know, it definitely seems like he is talking about SC:BW...


On May 30 2011 11:17 KingofHearts wrote:
10 years down after sc1 and the issue of maphack still exists..


"DONT UNDERESTIMATE MY CARRY OR YOU WILL BE CARRIED INTO THE ABYSS OF SUFFERING" - Tyler 'TC' Cook
KingofHearts
Profile Blog Joined January 2009
Japan562 Posts
May 30 2011 02:36 GMT
#6
im talking about sc2 10 years since sc1 and the issue still exists!
moshi moshi~
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
Last Edited: 2011-05-30 02:52:05
May 30 2011 02:49 GMT
#7
On May 30 2011 11:20 darkness wrote:
As far as I know, chasing maphacks is like cats'n'mice. In other words, if you patch a maphack exploit, there will be new one. Correct me if I'm wrong.

Technologically, making the game 100% maphack free is pretty trivial. Just change the network architecture from p2p to client-server. Or at least give players that option if they so choose. The problem is economical and not technological.

Blizzard only doesn't do it because it's not worth the cost vs benefit. They would spend considerable money to implement it. And how much more money do they think they would make from a maphack free game? Very little. They don't think it's worth it. This kinds of thing would have to go through the CFO which would simply analyse the ROI (return of investiment) and say no.

A maphackable game is more profitable.
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Cube
Profile Blog Joined February 2008
Canada777 Posts
May 30 2011 03:10 GMT
#8
the players you play who you think maphack are most likely not maphacking. In my experience, the problem seems far more widespread than it actually is.
elmizzt
Profile Joined February 2010
United States3309 Posts
May 30 2011 03:13 GMT
#9
On May 30 2011 11:36 KingofHearts wrote:
im talking about sc2 10 years since sc1 and the issue still exists!

hahahahahah oh wow.
d=(^_^)z
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
May 30 2011 03:15 GMT
#10
On May 30 2011 11:34 Dubzex wrote:
Someone needs to make a modern day penguin plug for SC2, that would solve the problem!
(for those who don't know penguin plug was an old plugin for BW that took advantage of a "back door" in the popular maphack of the time and made the player unally themselves after 5 minutes so their own units would destroy their base lol)


Isn't it against the rules to use 3rd party programs? If not, then I welcome this suggestion.
L3gendary
Profile Joined October 2010
Canada1470 Posts
May 30 2011 03:17 GMT
#11
On May 30 2011 11:49 VIB wrote:
Show nested quote +
On May 30 2011 11:20 darkness wrote:
As far as I know, chasing maphacks is like cats'n'mice. In other words, if you patch a maphack exploit, there will be new one. Correct me if I'm wrong.

Technologically, making the game 100% maphack free is pretty trivial. Just change the network architecture from p2p to client-server. Or at least give players that option if they so choose. The problem is economical and not technological.

Blizzard only doesn't do it because it's not worth the cost vs benefit. They would spend considerable money to implement it. And how much more money do they think they would make from a maphack free game? Very little. They don't think it's worth it. This kinds of thing would have to go through the CFO which would simply analyse the ROI (return of investiment) and say no.

A maphackable game is more profitable.


Huh? The game is not p2p it is client-server. And there are plenty of games that are client-server and hacking is rampant. Sorry to say but it's just a reality of online games. Idk any games that handle hacking very well. Most tournaments have their own anti-cheats and lan is obviously not a problem so its mostly just annoying on ladder in that u might run into a hacker every 1 in 100 games or something.
Watching Jaedong play purifies my eyes. -Coach Ju Hoon
tobi9999
Profile Joined April 2009
United States1966 Posts
May 30 2011 03:21 GMT
#12
Lol people who maphack are usually not very good players anyways so there's no huge problem with them, furthermore, every time they ban someone they have to buy another copy which is more profit for them anyways. Also, on another note, I feel like playing against map hackers is extremely fun or would be as I don't label anyone I have ever played a map hacker, they're just another challenge.
"tobi is ur iq 9999? cuz i think it might be u so smart wowowow." -Artosis
KingofHearts
Profile Blog Joined January 2009
Japan562 Posts
May 30 2011 03:26 GMT
#13
http://www.2shared.com/file/OfrLxiMf/vs_terran_master_hacker.html replays speaks for itself. its just annoying.
moshi moshi~
Cambium
Profile Blog Joined June 2004
United States16368 Posts
May 30 2011 03:34 GMT
#14
On May 30 2011 12:17 L3gendary wrote:
Show nested quote +
On May 30 2011 11:49 VIB wrote:
On May 30 2011 11:20 darkness wrote:
As far as I know, chasing maphacks is like cats'n'mice. In other words, if you patch a maphack exploit, there will be new one. Correct me if I'm wrong.

Technologically, making the game 100% maphack free is pretty trivial. Just change the network architecture from p2p to client-server. Or at least give players that option if they so choose. The problem is economical and not technological.

Blizzard only doesn't do it because it's not worth the cost vs benefit. They would spend considerable money to implement it. And how much more money do they think they would make from a maphack free game? Very little. They don't think it's worth it. This kinds of thing would have to go through the CFO which would simply analyse the ROI (return of investiment) and say no.

A maphackable game is more profitable.


Huh? The game is not p2p it is client-server. And there are plenty of games that are client-server and hacking is rampant. Sorry to say but it's just a reality of online games. Idk any games that handle hacking very well. Most tournaments have their own anti-cheats and lan is obviously not a problem so its mostly just annoying on ladder in that u might run into a hacker every 1 in 100 games or something.


BW is definitely p2p, not sure about SC2, I would guess it's the same. I would actually like to read more about this kind of stuff, a link would be appreciated.

I don't see how making it client-server would solve the problems though, it has to do what's being transmitted, not where it's coming from, no?
When you want something, all the universe conspires in helping you to achieve it.
Cube
Profile Blog Joined February 2008
Canada777 Posts
May 30 2011 03:41 GMT
#15
On May 30 2011 12:34 Cambium wrote:
Show nested quote +
On May 30 2011 12:17 L3gendary wrote:
On May 30 2011 11:49 VIB wrote:
On May 30 2011 11:20 darkness wrote:
As far as I know, chasing maphacks is like cats'n'mice. In other words, if you patch a maphack exploit, there will be new one. Correct me if I'm wrong.

Technologically, making the game 100% maphack free is pretty trivial. Just change the network architecture from p2p to client-server. Or at least give players that option if they so choose. The problem is economical and not technological.

Blizzard only doesn't do it because it's not worth the cost vs benefit. They would spend considerable money to implement it. And how much more money do they think they would make from a maphack free game? Very little. They don't think it's worth it. This kinds of thing would have to go through the CFO which would simply analyse the ROI (return of investiment) and say no.

A maphackable game is more profitable.


Huh? The game is not p2p it is client-server. And there are plenty of games that are client-server and hacking is rampant. Sorry to say but it's just a reality of online games. Idk any games that handle hacking very well. Most tournaments have their own anti-cheats and lan is obviously not a problem so its mostly just annoying on ladder in that u might run into a hacker every 1 in 100 games or something.


BW is definitely p2p, not sure about SC2, I would guess it's the same. I would actually like to read more about this kind of stuff, a link would be appreciated.



I don't see how making it client-server would solve the problems though, it has to do what's being transmitted, not where it's coming from, no?


the idea here is that when it goes through a server, the server can check what's being transmitted and detect maphacks.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
Last Edited: 2011-05-30 04:06:14
May 30 2011 03:41 GMT
#16
On May 30 2011 12:17 L3gendary wrote:
Show nested quote +
On May 30 2011 11:49 VIB wrote:
On May 30 2011 11:20 darkness wrote:
As far as I know, chasing maphacks is like cats'n'mice. In other words, if you patch a maphack exploit, there will be new one. Correct me if I'm wrong.

Technologically, making the game 100% maphack free is pretty trivial. Just change the network architecture from p2p to client-server. Or at least give players that option if they so choose. The problem is economical and not technological.

Blizzard only doesn't do it because it's not worth the cost vs benefit. They would spend considerable money to implement it. And how much more money do they think they would make from a maphack free game? Very little. They don't think it's worth it. This kinds of thing would have to go through the CFO which would simply analyse the ROI (return of investiment) and say no.

A maphackable game is more profitable.


Huh? The game is not p2p it is client-server. And there are plenty of games that are client-server and hacking is rampant.
You're probably misunderstanding what I said. I'm talking about the specific problem of maphacks. Not about general hacks. Maphacks specifically are only possible because the player data are shared between both clients in p2p instead of being handled by a third party server. This problem is 100% solvable with a server as referee.

On May 30 2011 12:34 Cambium wrote:
Show nested quote +
On May 30 2011 12:17 L3gendary wrote:
On May 30 2011 11:49 VIB wrote:
On May 30 2011 11:20 darkness wrote:
As far as I know, chasing maphacks is like cats'n'mice. In other words, if you patch a maphack exploit, there will be new one. Correct me if I'm wrong.

Technologically, making the game 100% maphack free is pretty trivial. Just change the network architecture from p2p to client-server. Or at least give players that option if they so choose. The problem is economical and not technological.

Blizzard only doesn't do it because it's not worth the cost vs benefit. They would spend considerable money to implement it. And how much more money do they think they would make from a maphack free game? Very little. They don't think it's worth it. This kinds of thing would have to go through the CFO which would simply analyse the ROI (return of investiment) and say no.

A maphackable game is more profitable.


Huh? The game is not p2p it is client-server. And there are plenty of games that are client-server and hacking is rampant. Sorry to say but it's just a reality of online games. Idk any games that handle hacking very well. Most tournaments have their own anti-cheats and lan is obviously not a problem so its mostly just annoying on ladder in that u might run into a hacker every 1 in 100 games or something.
I don't see how making it client-server would solve the problems though, it has to do what's being transmitted, not where it's coming from, no?
Yes it's what's being transmitted. The problem is that if it's p2p then both clients have to tell each other what they're doing to keep synced.

If the game was client-server then the clients would only tell what they're doing to the server and would never know what the other is doing. The server would receive data from both sides, calculate what both can see, and only share with the players what's in their vision. And not what's under the fog of war.

edit: made an image:
[image loading]
Great people talk about ideas. Average people talk about things. Small people talk about other people.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
May 30 2011 03:44 GMT
#17
There is no way to anti-hack effectively, someone will always find a way around it. The only methods that have been pretty effective are an extremely well implemented report system, probably with an actual human review board.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Backpack
Profile Blog Joined March 2010
United States1776 Posts
May 30 2011 03:44 GMT
#18
Nothing is unhackable.
"You people need to just generally care a lot less about everything." -Zatic
Cambium
Profile Blog Joined June 2004
United States16368 Posts
May 30 2011 03:48 GMT
#19
On May 30 2011 12:41 VIB wrote:
Show nested quote +
On May 30 2011 12:17 L3gendary wrote:
On May 30 2011 11:49 VIB wrote:
On May 30 2011 11:20 darkness wrote:
As far as I know, chasing maphacks is like cats'n'mice. In other words, if you patch a maphack exploit, there will be new one. Correct me if I'm wrong.

Technologically, making the game 100% maphack free is pretty trivial. Just change the network architecture from p2p to client-server. Or at least give players that option if they so choose. The problem is economical and not technological.

Blizzard only doesn't do it because it's not worth the cost vs benefit. They would spend considerable money to implement it. And how much more money do they think they would make from a maphack free game? Very little. They don't think it's worth it. This kinds of thing would have to go through the CFO which would simply analyse the ROI (return of investiment) and say no.

A maphackable game is more profitable.


Huh? The game is not p2p it is client-server. And there are plenty of games that are client-server and hacking is rampant.
You're probably misunderstanding what I said. I'm talking about the specific problem of maphacks. Not about general hacks. Maphacks specifically are only possible because the player data are shared between both clients in p2p instead of being handled by a third party server. This problem is 100% solvable with a server as referee.

Show nested quote +
On May 30 2011 12:34 Cambium wrote:
On May 30 2011 12:17 L3gendary wrote:
On May 30 2011 11:49 VIB wrote:
On May 30 2011 11:20 darkness wrote:
As far as I know, chasing maphacks is like cats'n'mice. In other words, if you patch a maphack exploit, there will be new one. Correct me if I'm wrong.

Technologically, making the game 100% maphack free is pretty trivial. Just change the network architecture from p2p to client-server. Or at least give players that option if they so choose. The problem is economical and not technological.

Blizzard only doesn't do it because it's not worth the cost vs benefit. They would spend considerable money to implement it. And how much more money do they think they would make from a maphack free game? Very little. They don't think it's worth it. This kinds of thing would have to go through the CFO which would simply analyse the ROI (return of investiment) and say no.

A maphackable game is more profitable.


Huh? The game is not p2p it is client-server. And there are plenty of games that are client-server and hacking is rampant. Sorry to say but it's just a reality of online games. Idk any games that handle hacking very well. Most tournaments have their own anti-cheats and lan is obviously not a problem so its mostly just annoying on ladder in that u might run into a hacker every 1 in 100 games or something.
I don't see how making it client-server would solve the problems though, it has to do what's being transmitted, not where it's coming from, no?
Yes it's what's being transmitted. The problem is that if it's p2p then both clients have to tell each other what they're doing to keep synced.

If the game was client-server then the clients would only tell what they're doing to the server and would never know what the other is doing. The server would receive data from both sides, calculate what both can see, and only share with the players what's in their vision. And not what's under the fog of war.

that's an interesting idea, i'd never thought about it that way. However, wouldn't that put an enormous amount of strain on the server?

I always thought of the client-server model as the server relaying the data and does no calculations. The server would obviously keep track of the frame counter, but that's it.
When you want something, all the universe conspires in helping you to achieve it.
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
Last Edited: 2011-05-30 04:15:47
May 30 2011 04:15 GMT
#20
On May 30 2011 12:44 Backpack wrote:
Nothing is unhackable.

Three step process to creating an unhackable machine:

1) Unplug machine

2) ???

3) A result!
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
Last Edited: 2011-05-30 04:27:15
May 30 2011 04:15 GMT
#21
On May 30 2011 12:48 Cambium wrote:
Show nested quote +
On May 30 2011 12:41 VIB wrote:
On May 30 2011 12:17 L3gendary wrote:
On May 30 2011 11:49 VIB wrote:
On May 30 2011 11:20 darkness wrote:
As far as I know, chasing maphacks is like cats'n'mice. In other words, if you patch a maphack exploit, there will be new one. Correct me if I'm wrong.

Technologically, making the game 100% maphack free is pretty trivial. Just change the network architecture from p2p to client-server. Or at least give players that option if they so choose. The problem is economical and not technological.

Blizzard only doesn't do it because it's not worth the cost vs benefit. They would spend considerable money to implement it. And how much more money do they think they would make from a maphack free game? Very little. They don't think it's worth it. This kinds of thing would have to go through the CFO which would simply analyse the ROI (return of investiment) and say no.

A maphackable game is more profitable.


Huh? The game is not p2p it is client-server. And there are plenty of games that are client-server and hacking is rampant.
You're probably misunderstanding what I said. I'm talking about the specific problem of maphacks. Not about general hacks. Maphacks specifically are only possible because the player data are shared between both clients in p2p instead of being handled by a third party server. This problem is 100% solvable with a server as referee.

On May 30 2011 12:34 Cambium wrote:
On May 30 2011 12:17 L3gendary wrote:
On May 30 2011 11:49 VIB wrote:
On May 30 2011 11:20 darkness wrote:
As far as I know, chasing maphacks is like cats'n'mice. In other words, if you patch a maphack exploit, there will be new one. Correct me if I'm wrong.

Technologically, making the game 100% maphack free is pretty trivial. Just change the network architecture from p2p to client-server. Or at least give players that option if they so choose. The problem is economical and not technological.

Blizzard only doesn't do it because it's not worth the cost vs benefit. They would spend considerable money to implement it. And how much more money do they think they would make from a maphack free game? Very little. They don't think it's worth it. This kinds of thing would have to go through the CFO which would simply analyse the ROI (return of investiment) and say no.

A maphackable game is more profitable.


Huh? The game is not p2p it is client-server. And there are plenty of games that are client-server and hacking is rampant. Sorry to say but it's just a reality of online games. Idk any games that handle hacking very well. Most tournaments have their own anti-cheats and lan is obviously not a problem so its mostly just annoying on ladder in that u might run into a hacker every 1 in 100 games or something.
I don't see how making it client-server would solve the problems though, it has to do what's being transmitted, not where it's coming from, no?
Yes it's what's being transmitted. The problem is that if it's p2p then both clients have to tell each other what they're doing to keep synced.

If the game was client-server then the clients would only tell what they're doing to the server and would never know what the other is doing. The server would receive data from both sides, calculate what both can see, and only share with the players what's in their vision. And not what's under the fog of war.

that's an interesting idea, i'd never thought about it that way. However, wouldn't that put an enormous amount of strain on the server?

I always thought of the client-server model as the server relaying the data and does no calculations. The server would obviously keep track of the frame counter, but that's it.
Yes it would. Not enormous. But some strain is more than no strain. And it would cost blizzard money to keep the servers running. They would need to buy more servers and bandwidth to handle it. Like I said. It's not a technical problem, it's an economical problem.

They could even allow us to use our own computers as hosts for custom games. So, for example, on TSL we would use one of the admin's computer as host instead of blizzard's. So it wouldn't strain their servers and it would have 100% guarantee unmaphackable online tournaments.

Blizzard could cut costs by making only important games unhackable instead of all of them. But, honestly, with today's hardware power and price. The cost to keep enough servers running to keep all ladder games above gold unhackable would be certainly small compared to what they make. Problem is that the gains from it would be even smaller (ammount of people who would buy the game only because there's no maphacks). So on the cost vs benefit it's still not profitable to make the investment.

It's not too different from how WoW works btw. WoW is unmaphackable. There's no hacks that allows you to see stealthed rogues in wow, for example. (there are other hacks tho, but those wouldn't affect SC). The technology is old and blizzard knows how do it. It's not like it's a brand new ingenious idea I just brought up.

Just made this image to explain it better:
+ Show Spoiler +
[image loading]
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Cambium
Profile Blog Joined June 2004
United States16368 Posts
May 30 2011 04:19 GMT
#22
On May 30 2011 13:15 VIB wrote:
Show nested quote +
On May 30 2011 12:48 Cambium wrote:
On May 30 2011 12:41 VIB wrote:
On May 30 2011 12:17 L3gendary wrote:
On May 30 2011 11:49 VIB wrote:
On May 30 2011 11:20 darkness wrote:
As far as I know, chasing maphacks is like cats'n'mice. In other words, if you patch a maphack exploit, there will be new one. Correct me if I'm wrong.

Technologically, making the game 100% maphack free is pretty trivial. Just change the network architecture from p2p to client-server. Or at least give players that option if they so choose. The problem is economical and not technological.

Blizzard only doesn't do it because it's not worth the cost vs benefit. They would spend considerable money to implement it. And how much more money do they think they would make from a maphack free game? Very little. They don't think it's worth it. This kinds of thing would have to go through the CFO which would simply analyse the ROI (return of investiment) and say no.

A maphackable game is more profitable.


Huh? The game is not p2p it is client-server. And there are plenty of games that are client-server and hacking is rampant.
You're probably misunderstanding what I said. I'm talking about the specific problem of maphacks. Not about general hacks. Maphacks specifically are only possible because the player data are shared between both clients in p2p instead of being handled by a third party server. This problem is 100% solvable with a server as referee.

On May 30 2011 12:34 Cambium wrote:
On May 30 2011 12:17 L3gendary wrote:
On May 30 2011 11:49 VIB wrote:
On May 30 2011 11:20 darkness wrote:
As far as I know, chasing maphacks is like cats'n'mice. In other words, if you patch a maphack exploit, there will be new one. Correct me if I'm wrong.

Technologically, making the game 100% maphack free is pretty trivial. Just change the network architecture from p2p to client-server. Or at least give players that option if they so choose. The problem is economical and not technological.

Blizzard only doesn't do it because it's not worth the cost vs benefit. They would spend considerable money to implement it. And how much more money do they think they would make from a maphack free game? Very little. They don't think it's worth it. This kinds of thing would have to go through the CFO which would simply analyse the ROI (return of investiment) and say no.

A maphackable game is more profitable.


Huh? The game is not p2p it is client-server. And there are plenty of games that are client-server and hacking is rampant. Sorry to say but it's just a reality of online games. Idk any games that handle hacking very well. Most tournaments have their own anti-cheats and lan is obviously not a problem so its mostly just annoying on ladder in that u might run into a hacker every 1 in 100 games or something.
I don't see how making it client-server would solve the problems though, it has to do what's being transmitted, not where it's coming from, no?
Yes it's what's being transmitted. The problem is that if it's p2p then both clients have to tell each other what they're doing to keep synced.

If the game was client-server then the clients would only tell what they're doing to the server and would never know what the other is doing. The server would receive data from both sides, calculate what both can see, and only share with the players what's in their vision. And not what's under the fog of war.

that's an interesting idea, i'd never thought about it that way. However, wouldn't that put an enormous amount of strain on the server?

I always thought of the client-server model as the server relaying the data and does no calculations. The server would obviously keep track of the frame counter, but that's it.
Yes it would. Not enormous. But some strain is more than no strain. And it would cost blizzard money to keep the servers running. They would need to buy more servers and bandwidth to handle it. Like I said. It's not a technical problem, it's an economical problem.

They could even allow us to use our own computers as hosts for custom games. So, for example, on TSL we would use one of the admin's computer as host instead of blizzard's. So it wouldn't strain their servers and it would have 100% guarantee unmaphackable online tournaments.

It's not too different from how WoW works btw. WoW is unmaphackable. There's no hacks that allows you to see stealthed rogues in wow, for example. (there are other hacks tho, but those wouldn't affect SC). The technology is old and blizzard knows how do it.

Just made this image to explain it better:
+ Show Spoiler +
[image loading]


yep, crystal clear
thanks
When you want something, all the universe conspires in helping you to achieve it.
L3gendary
Profile Joined October 2010
Canada1470 Posts
May 30 2011 04:43 GMT
#23
Does it not go thru Blizzard's servers? (sc2)
Watching Jaedong play purifies my eyes. -Coach Ju Hoon
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
May 30 2011 04:52 GMT
#24
On May 30 2011 13:43 L3gendary wrote:
Does it not go thru Blizzard's servers? (sc2)
That's irrelevant at this point. I don't even have sc2 so I can't be sure. But even if it does they probably only keep it for archiving. They aren't really doing any filtering of the data in the server. So in practice it's as if the game is p2p.

But to answer your question: When battle.net disconects for some reason. Does the game continues or does it stops? (I remember in bw it would continue, because it was p2p - but if it isn't then the game would stop)
Great people talk about ideas. Average people talk about things. Small people talk about other people.
stenole
Profile Blog Joined April 2004
Norway869 Posts
May 30 2011 05:01 GMT
#25
There is an extra cost of latency to a client-server architecture. So even ignoring economy, it may be undesirable to implement it.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
May 30 2011 05:20 GMT
#26
On May 30 2011 14:01 stenole wrote:
There is an extra cost of latency to a client-server architecture. So even ignoring economy, it may be undesirable to implement it.
Not really, there would be less latency for some. More for others. Latency would change from between 2 players, to between each player and the server. You might have a better latency to the server than with other player.

But if the other guy is right. And the game is already client-server (which is very plausible). Then the additional delay would be the time the server's CPU take to calculate each player's vision. Which is a few 1/100000th of a second or something negligible like that.

Doesn't your in-game latency change if you're playing on a different server in SC2? (ex between US, euro or korean bnet). If that's true, it means that the game is actually already client-server. And blizzard is just not doing any filtering in the server.
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Craton
Profile Blog Joined December 2009
United States17294 Posts
May 30 2011 05:49 GMT
#27
I think R1ch would get a kick out of the armchair programmers in this thread.
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MasterOfChaos
Profile Blog Joined April 2007
Germany2896 Posts
Last Edited: 2011-05-30 08:24:07
May 30 2011 08:14 GMT
#28
Currently the commands given by the players are relayed through bnet servers. This results in very low, constant rate traffic and the server doesn't need to simulate the game. Now if you change to a model where the server only sends the necessary information, it would have several negative consequences:
* The server need to simulate the game. So Blizzard needs *many* more servers to handle the load. I'd guess something like a factor of a few hundred over the current amount of servers.
* The average traffic increases. Costs a bit of money, but blizz should be able to handle that.
* You can't record a small replay yourself and need to DL it from the server afterwards. No problem.
* In complex situations you need to send information about several thousand objects at a time. So you get sudden traffic spikes. Here Blizzard is lucky that SC2 is very primitive for an RTS. It's a bit hard to estimate how big such traffic spikes are. But Blizzard might need to raise the bandwidth requirements, especially for 4vs4s or complex UMS maps.

And to those guys comparing ICCup Antihack with bnet2 Antihack, that's no fair comparison. ICCup has no public hacks because the hackers don't bother writing them, not because their antihack is so good. The early implementations of ICC Antihack were trivial to circumvent(it basically sent an "Antihack is on and has found nothing" packet to the server which was trivial to spoof), and even the current implementation is less powerful than the technology built into Warden.
The only way to reliably prevent maphacks is using the architecture VIB is talking about, but it has disadvantages too. And it seems like Blizzard preferred maphacks of these disadvantages.
LiquipediaOne eye to kill. Two eyes to live.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
May 30 2011 12:11 GMT
#29
On May 30 2011 17:14 MasterOfChaos wrote:
* The server need to simulate the game. So Blizzard needs *many* more servers to handle the load. I'd guess something like a factor of a few hundred over the current amount of servers.
Remember that the only expensive algorithm the server would need to do is the path finding. But fortunately path finding algorithms are very flexible. You can easily adjust it to be cheaper. (ie. pathfinding in sc1 is much cheaper than in sc2) Blizzard only made sc2's search algorithm as cpu intensive as it is today because they know it would be running on the client side with today's powerful cpus. So if you know you'll also be running that on the server you can just adjust it a bit to cost less cpu cycles. It would have a "negative" impact on gameplay, but not much -- some people still say they like sc1's pathfinding better .

And of course. The ideal solution on a pro-gaming point of view. Is if Blizzard would only use this for select matches. And allowed us to use our own computers as host servers. This way online tournaments would be 100% maphack free and cost blizzard zero extra cash to run. They would only have to invest resources in developing this in the first place, but no extra infra-structure cost to maintain it. Then later they could slowly expand it to blizzard sponsored online tournaments. Then to only top ladder games (say top 1% ranked players or so). This would be a much more scalable solution.

So yea. There are economical problems. But on the technical side it's definitely solvable.
Great people talk about ideas. Average people talk about things. Small people talk about other people.
rossipoo
Profile Joined May 2011
1 Post
May 30 2011 21:42 GMT
#30
On May 30 2011 12:26 KingofHearts wrote:
http://www.2shared.com/file/OfrLxiMf/vs_terran_master_hacker.html replays speaks for itself. its just annoying.


Looks like a proxy barracks / all in with SCVs. I don't see anything that might indicate map hacking.
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