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Deathmatch for Dollars?
Posted by
michael
on Tue Mar 25, 2003 10:55 PM
from the fast-twitch-muscle-fibers dept.
from the fast-twitch-muscle-fibers dept.
quixado writes "You Play Games is an online wager service where you can bet and earn money for each kill or injury to opponents. You can even cap how much money you can lose in a 24 hour period. Return to Castle Wolfenstein is the first title. The press release can be found here. More info here too. And they said that spending days on end playing first person shooters wouldn't pay off..."
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Deathmatch for Dollars?
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Cheaters? (Score:5, Insightful)
custom client (Score:5, Insightful)
(http://www.naawp.org/)
Re:custom client (Score:5, Informative)
"Wolfenstein will be required to have the latest version of Even Balance's PunkBuster Anti-Cheat software on their systems in order to compete."
Re:custom client (Score:5, Insightful)
(http://slashdot.org/ | Last Journal: Wednesday March 07 2007, @09:12PM)
Re:custom client (Score:5, Informative)
(http://hostsfile.mine.nu/hosts.zip)
A custom binary like seti@home perhaps?
that didnt stop the cheaters [wired.com] of seti
disassembling/RE gets a lot more serious when cash is involved.
Re:custom client (Score:5, Funny)
(http://www.thcnet.net/)
Re:Cheaters? (Score:5, Interesting)
The problem isn't just Unreal Tournament either, I've used bots in Quake 2, Quake 3, and CounterStrike. The funny part is, CounterStrike probably has some of the best hack protection of any of the games, and it's spawned probably the best bots of all the games. While the Q2 bot I used was the most accurate, the CS bot had a sick amount of features.
This is the main problem with online gaming, and why arcades could make a comeback. There is just no real way to make sure the person on the other side isn't cheating. Plus most games vendors don't put too much effort into protecting and patching cheats. It is usually the community, so it turns into amature hour.
I personally play a lot of online games. I love the idea of winning money for them, but I don't see it lasting very long.
I wonder though, now if I code my own aimbot for a game they "pay you to play" could I be put in jail for fraud?
-NoClanNeeded
Re:Cheaters? (Score:5, Insightful)
(http://www.livejournal.com/users/jackwilliambell/ | Last Journal: Wednesday November 12 2003, @12:20PM)
Re:Cheaters? (Score:4, Interesting)
(http://www.evilinc.org/)
This model was discarded in favour of the now-popular server-client model because latency (not bandwidth) was too high.
Anyone that played Quake 1.01-1.09 on the 'net over a modem can tell you how horrible latency was even with this 'leap forward' in network gaming.
Nowadays, the client & server use prediction & syncing to give the appearance of smooth play.
Unfortunately, the amount of bandwith won't compensate for the latency, and I doubt that anything short of a direct, raw connection to the 'server' will allow a 'video only' feed.
Re:Cheaters? (Score:5, Interesting)
(http://www.edespot.com/~amackenz/)
Not always perfect, but cheaters *do* tend to be greedy, and would be obvious to spot.
streaky (Score:4, Insightful)
I remember one incident in particular. I was using the P90, which has the highest rate of fire and therefore sprays pretty wildly. It isn't used much because its hard to hit anything out past 15 feet. But the wild spray pattern is predictable; the muzzle rises up and then waves side to side in a T pattern. If you encounter someone 5 to 12 feet away from you and aim around their bellybutton, you can be off right or left but one of the 3rd-6th bullets will hit them in the head. It is a legal "trick" of limited use. So, back to the incident, I was using the P90 and kept encountering the same 1-3 guys in the same hallway at the same "sweet-spot" range, with the same results. After the 3rd time I head-shot the same guy, he just came unglued. He was absolutely furious and swore on his life that I was using an aim-bot, and kept asking everyone to kick me saying he had "proof" I was cheating. They stopping trying to come through that hallway, which meant I would run into people who were not in the "sweet spot" so I stopped getting head-shots, which our man said further proved I had been using an aim-bot and had now turned it off.
To any sort of statistical analysis, it would look like cheating whenever an "average" player goes off on a tear.
I think the only real way to stop cheating is to control the computers, physically. Punkbuster like systems do help, but they don't stop it completely. There is no way I would ever wager money against strangers over the internet on video games.
Easy (Score:4, Funny)
Re:Cheaters? (Score:5, Funny)
Deathmatch, the profession (Score:3, Funny)
Re:Deathmatch, the profession (Score:5, Interesting)
(http://slashdot.org/)
I don't see why not. If big dumb dudes can make millions by tossing a ball around a few hours a week, I don't see why a gamer shouldn't be able to make at least a few dollars by using his skills. 3D accelerator card makers may even pick a few of the best players to help promote their products.
Re:Deathmatch, the profession (Score:4, Informative)
(Last Journal: Saturday September 20 2003, @01:55PM)
Gaming for $$$, old news. (Score:3, Interesting)
I can see it now... (Score:4, Funny)
(Last Journal: Thursday July 31 2003, @04:40PM)
expected results (Score:5, Interesting)
(Last Journal: Thursday February 01 2007, @11:07AM)
I only have two questions now:
1) What legal implications will this bring about? Think about it: parents wanted to sue Wizards of the Coast and Nintendo because they thought Pokemon cards were a form of gambling.
2) Approximately how long until I lose (note correct usage of the word) my last $5?
Re:expected results (Score:4, Informative)
(http://projectx.gamerznet.com/)
Not the first (Score:5, Informative)
(http://www.perlstorm.net/)
My biggest problem with online games (Score:4, Insightful)
(http://www.gamerspre...tasy_XII_Walkthrough)
But then I discovered that what Dave Barry once said was true:
On the Internet, everybody is only twelve years old.
For a time, I played some good old Capture The Flag Quake - loved that game. But too many "Hey, motherfucker DarkPaladin! You're gay!" when you start doing well, or "Fucking cheat!" when you kill somebody, etc, etc, etc.
I mean - that's just no fun. Most people online are assholes - they live in the games like Everquest, Ultima Online, Unreal Tournament - all of them. If I play games these days, its only with either myself or people that I know.
Sadly, the "average person" is the biggest ruining factor for online gaming. Then again, after watching my teenage nephews play games, it's almost made me want to ban anybody under the "mental" age of 18 from playing games. At least until they learn to RTFM. (That's another subject for another day.)
Re:My biggest problem with online games (Score:5, Funny)
(http://www.dpk.net/ | Last Journal: Friday February 11 2005, @12:22PM)
Stress levels rising (Score:5, Funny)
More OMG!1!!!!111 Yuo h4x0r!1!!!!1111 followed by ping floods no doubt.
Link to gambling? (Score:5, Funny)
When I lose playing blackjack at a casino, the dealer doesn' call me a 'n3wbi3 f4g' and certainly doesn't taunt me to play another game.
I forsee a sharp rise in ping excuses.
Pro Gaming (Score:4, Interesting)
(Last Journal: Friday October 01 2004, @08:18AM)
The game i played got bogged down with cheating so they couldnt run any more for money games because cheating was so bad, but it was fun while it lasted.
I don't see this lasting, at least not with RTCW.. (Score:5, Interesting)
YPG servers are based out of the Netherlands Antilles, a haven for money laundering, major drug trafficking, and organized crime. A major problem for the Antilles at the moment is illegal internet gambling operations. Hosting servers there should raise suspicion immediately. Hell, doing almost anything in the Antilles should raise suspicion...
Other major problems -- RTCW does not have a FFA game mode, only team oriented game modes. This fits very poorly into a competetion model of you-frag-others-for-money.
Imagine how pissed off you're going to be when an idiot teammate does something stupid and costs you money!
Also, this will totally fuck up objective oriented games since players will be so worried with kill/death ratios (because deaths cost you money), that they will totally ignore teamplay (hell, *I* would!)
Quake3 or UT2k3 would be better choices -- not only do they have MUCH larger audiences, but they fit better into the competetion model they have, because Quake3 and UT2k3 have FFA game modes.
Cheaters not a major problem for Joe User (Score:5, Interesting)
(http://www.nrc.co.nz/Zaf/ | Last Journal: Monday January 21 2002, @04:49AM)
However, cheating is still possible, but it will come from dedicated cheaters, rather like it does in casinos. Casinos have an advantage though, first they are very rich, and can afford all sorts of checks and balances, and second, players/cheaters are physically present, and therefore can be ID'd. In the online world, noone knows you're a dog, so it will be harder to stop a dedicated cheater from coming back. If the dedicated cheater does not reveal his/her method, then it will be up to the PB team to try and stop it. The PB team have an advantage when the cheat is released in the wild, but not when its kept secret.
PB has the great advantage of being able to update everyones code at any point. So if someone does do a major number on the current PB system, they can simply change it and bingo, all legit users are now running the new code.
The big problem is punishment for cheating. How do you stop a cheater? Kick him out? So he comes back with a new account and continues. You need a way to identify a user. The problem is any ID system will be open to comprimise aswell. The big casinos come down to using people to recognise other peoples faces, and you can't do that online.
If this becomes a very big venture, with real (i'm talking $10000+wins), then the big boys will come along and try to cheat, you'll find they will succeed sometimes.
The difference between this and normal casinos is you aren't playing against the house, so it will be difficult to play and win $10000, unless you find some pretty stupid people. However, lesser sums of $100 or so will be possible. I don't think that these stakes are high enough for the big boys to play for.
Where real money will come from will be when they do have a "house". Playing against computers (the house). They'll have to do it so the house wins >50% like they do at casinos, but it could become very interesting.
In all I think this will become interesting, but not interesting enough to the big boys, so go ahead, play for a few dollars, if you don't make it worthwhile a user risk cheating against you, then they won't.
Re:Cheaters not a major problem for Joe User (Score:4, Interesting)
(http://www.example.com/ | Last Journal: Tuesday October 15 2002, @12:42PM)
If people are going to be gambling online, chances are they're going to have to be paying via CC. Why not use a hash of the credit card number as the unique identifier? Seems like a pretty good way to keep people tied to a single account, and not much risk of exposing the actual card numbers to the outside world.
I play Wolfenstein competitivly (Score:3, Informative)
Return To Castle Wolfenstein is the best team game out there. The depth of the multiplayer game is beyond comparison. You would be amazed at the stratagy that goes into it. [attbi.com] (picture example of a strat) RTCW is not a deathmatch.
The problem is that the people who set this service up don't really know what RTCW is all about. RTCW is a TEAM GAME. The Medics support the Lieutenants. The Engineers follow to complete the objective. The Soldiers are a special class for special situations. They all complment each other.
You can't measure performance by kill/death ratio in RTCW. The guy that goes 2-14 can be just as valueable as the guy that goes 10-7. Sometimes, not shooting the other guy and sneaking by him is a benefit in getting to the objective.
Cheating in RTCW is a non-factor. Evenbalance's Punkbuster [evenbalance.com] can stop every cheat out there. It is updated frequently and can actually take a snapshot of your screen and send it to the game server admins. It also checks your games video setting to be sure you don't have an unfair advantage.
The only way this could work is if they changed it to a clan on clan system.
Clan A puts in $100.
Clan B puts in $100.
Winner get $190, service get 10.
I have been on the end of a screaming captain in a game that had no money involved. The things that came out of his mouth could offend german shizer movie star. I don't know if my family would be safe if money were on the line and I did something wrong.
Many clans have folded under pressure of competitve gaming with no money involved. Cyber Amateur League (CAL) [caleague.com] had a league for the elite. CAL-Invitational. After its second season it had to merge with the lower division because the top teams quit.
Professional Killing (Score:4, Funny)
(http://www.urbex.org.uk/)
See? Much better.