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09-04-2018, 04:12 AM #30
MVP

OVR: 16
Re: State of Online Play on PC Going into 2K19
Quote:
Originally Posted by ph33
That really sucks
Other games have tough times combating cheaters, but at least they try and patch
This one is just..yeah whatchu gon do bout it
A tough time, but it's not exactly new ground. The likely reason 2K are reluctant is because they rely heavily on the fact the console's 'client side' is heavily fortified. This obviously doesn't port well to a platform where people have direct access to things like process memory.
It's just a matter of not relying on client side verification and validation. Not to trivialize the complexity, but the complexity isn't in solving previously unsolved problems, it's in implementing systems 2K server side that track the valid state of data (MyPlayer stats in this case), and creating a source of truth that 2K control. It's about using well established conventions to encrypt and authenticate data as it is sent from client to server (which NBA 2K already does implement BTW, in the form of TLS, like a standard web browser using HTTPS - at least it did in 2K17 when I looked into it). These things are all possible, but because the consoles are so locked down they didn't invest in this model.
Although, imagine the advantage if someone did crack it on console? instant stardom in the NBA 2K world if exploited carefully. I'm thinking something like the old exploits that targeted the Firewire port on PCs (which had lower level system bus access than, say, USB) to read and write RAM (I'm not saying the consoles are vulnerable to this, just that this sort of exploiting is not completely unheard of against 'blackbox' systems like consoles).
It's probably what the engineering team tells people like Ronnie but the problem isn't as much 'hard' as it is uneconomical, given 90%+ of NBA 2K gamers wouldn't directly benefit (depending on how high you rate the console exploiting risk).
Vroman and ph33 like this.