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On January 26 2012 11:32 gds wrote: Is there such thing like "map hacking" in online poker? I mean does the poker client receives informations about your opponents cards?
Yes, just google search "ultimate bet scandal"
that was one poker site where there were "super users" who could see other players cards.
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On January 26 2012 11:32 gds wrote: Is there such thing like "map hacking" in online poker? I mean does the poker client receives informations about your opponents cards?
Not unless your name is Russ Hamilton.
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Looks like someone got pissed recently :D And to answer this i'll second ppl saying that it's impossible to do anything proactively. The only way it could become a problem if it's used in online qualifier/big online tourney, otherwise it's not important...
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I run into maphackers fairly often on NA.
edit: by often i mean about 1 in 25-30 games. It's usually SUPER obvious. I don't really think its a huge deal tho, its inevitable on ladder.
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honestly watching sc2 through peoples streams its obvious when people hack, especially with replay evidence
I don't think people really care much about hacks in SC2, a lot of people are surprised they exist which makes me lol o_O I don't play the game anymore since hackers from S1 / S2 (revealed hackers) are still playing this game, its really a joke.
The way the game is designed though its 100% on blizzard to fix the issue, it feels like they don't care tho :|
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On January 26 2012 10:12 HardlyNever wrote: The only way to realistically solve this is to have the entire game stored server-side, and literally have only what you can see be sent to your client by the server. While we may be approaching computing that is fast enough to do this in a seamless way, the vast majority of residential connections are no where close to being able to handle something like that, as it stands now. Really the only way to PROACTIVELY stop maphacking is to wait for residential bandwidth to increase.
Computing game actions on the server would actually require less bandwidth towards the clients. Right now, both clients receive a list of every action being taken in the game. With this they can compute how units move, how they deal damage, etc... If these computations would happen on the B.net server, the clients would only need to receive the events that take place within the players vision.
Of course this would mean that the entire netcode has to be rewritten and the load on the Battle.net servers would increase a lot. Also, you no longer automatically have access to a full replay, as you would never receive every action that happens ingame, which is basically what a replay-file is. Though the last part could be easily fixed by the server sending the replay file to the client at the end of the game.
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On January 26 2012 11:54 TheWorldToCome wrote:Show nested quote +On January 26 2012 11:32 gds wrote: Is there such thing like "map hacking" in online poker? I mean does the poker client receives informations about your opponents cards? Yes, just google search "ultimate bet scandal" that was one poker site where there were "super users" who could see other players cards.
This is wrong in as pertains to the original question.
In online poker, almost everything is done "server side." This is what the previous posters were talking about. For competitive RTS, things have to be client side, because a quarter second delay on every action would be the doom of the game. For poker, that delay is almost imperceptible.
In regards to the UB scandal, the issue wasn't the data being stored clientside (because it never was). It had to do with the original programmers who designed the software, having "back door" accounts, or ones that were able to see the complete server side data. The accounts in question (dubbed "Super Users") weren't even the "cheating accounts," but person(s) used the data from said accounts to relay information to themselves on other accounts, or other persons involved.
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On January 26 2012 10:00 mTw|NarutO wrote: There is no proof solution. If you are good enough you can find walkarounds to every security. The only way to proof someone is not hacking is for them to stream their play. Even then, during beta, there were external maphacks that allowed the player to have a completely separate window as a maphack with your enemy's position and everything. I believe you couldn't "see" what they were doing - so you couldn't know what the dots were, but you could still know where the guy is moving and when he's expanding.
Even a streamer could have that thing running on a second monitor. Overall, nowhere is safe!!!
That said, I don't play that much but I've never been overwhelmed with the feeling that someone was maphacking against me. Maybe once or twice I've been suspicious, but meh, flukes happen too. Hopefully it stays that way.
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