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Comment from Bob S. on 2014-05-05

Who would think cheating video games is a multimillion dollar business? Can the end times be far anymore? Is their a cheat sheet for that, too?

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Comment from Alex on 2014-05-05

Remembering modern military see-thru-walls technologies for urban warfare.

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Comment from DawnFalcon on 2014-05-05

Bob S. - Oh heck, it's been bigger than that. "Gold farming" in massively multiplayer games dates back to the turn of the century, Two of the major players were Yantis with "MySuperSales" and Brock...

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Comment from mmorpger on 2014-05-05

One of the things I noticed with Guild Wars 2, which I recently started playing, is how you can buy gems for the online store with cash and sell them to other players in-game for gold. There's even a...

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Comment from Gweihir on 2014-05-05

The solution is simple: Just tie accounts to an expensive to replace ID and then share bans between games. These scum are not part of the civilized world, make them feel it.

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Comment from qmc on 2014-05-05

mmorpger, this is true, yet there are still sites spammed in-game that will give you better exchange rates on gold and items. But the spam at least seems significantly cut down, merely by providing an...

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Comment from Thoth on 2014-05-05

More people are spending their time on games and the blurring of the real world and the virtual world is taking place at an accelerated pace, thus, it is rather sensible to target the desires of people.

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Comment from Nick P on 2014-05-05

@ Gweihir Most video game cheaters have a decent amount of money. Making an expensive ID would likely do more harm to poor and working class gamers, while also reducing revenue for game companies. I...

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Comment from Khavren on 2014-05-06

Neal Stephenson used this concept as the background for his most recent novel: http://www.amazon.com/Reamde-A-Novel-Neal-Stephenson/dp/0062191497 What interests me, and probably the feds, is the money...

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Comment from Gweihir on 2014-05-06

@Nick P: That would be the two tricks to do here: 1. Expensive to _replace_ but not to get initially. 2. Make sure it cannot easily be stolen. But I realize this is pretty similar to other things....

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Comment from Dragonlord on 2014-05-06

@Gweihir - The problem is that most gold farmers use trial accounts which are tied to an e-mail address to do the actual farming by using all of the tricks necessary to get the characters to where...

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Comment from Iro on 2014-05-06

Now this is a really interesting use case with a lot to learn about relation between social aspects and technical security. Game tells user: disable security if you want to play. User wants to play,...

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Comment from xd0s on 2014-05-06

The argument can be made that free-to-play gaming business models evolved directly in response to the gold farming / in-game item markets created by gold farmers. Most publishers wanted a cut of the...

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Comment from Nick P on 2014-05-06

@ Gweihir That's actually an interesting scheme. I did play one where there were a few dedicated servers that had no rules. Lots of cheaters there. I'm not sure that these approaches will work as many...

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Comment from Noname on 2014-05-07

> free-to-play gaming business models evolved directly in response to the gold farming Crazy world: now the games are free-to-play and the cheating software comes at a monthly fee.

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Comment from Autolykos on 2014-05-07

@Gweihir: That method has a lot of similarity to "hellbanning" trolls in newsgroups and Internet fora. And I'd assume that trolls and cheaters share quite similar motivations (like getting off on a...

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Comment from Anura on 2014-05-07

I wonder if eventually we can have a high enough bandwidth and low enough latency to allow the client to act as a terminal. Instead of running the game on your machine, you essentially stream a video...

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Comment from Iro on 2014-05-07

@Anura: Yes, that would solve most issues. But it is not only the bandwidth. I doubt game companies would be ready to additionally host the equivalent of a high-end graphics card for 3D rendering *per...

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Comment from Anura on 2014-05-08

@Iro Well, it's more a question of whether or not the players are willing to spend $100 a month on an online game. Probably not.

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Comment from Periwinkle on 2014-05-08

@Anura: There are already Cloud Gaming services where the rendering happens on a server farm and it streams video to the client and input to the server, just as you describe. As @Iro says, this is...

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