I think the map and mutator whitelists are ideas with very good intentions, which I am assuming is predominantly to protect the legitimacy of perk progression and achievements.
However in practice they do not work. There will always be someone in the nether regions of the internet with a penchant for disassembly that will come up with some sort of crack/trainer that will bypass these checks or indeed just fake the network traffic signalling that an achievement has been awarded to the cloud.
What I am saying here is that people who really want to cheat will always find a way, whereas in the meantime us admins trying to run a legitimate server with our own mods and maps are saddled with the bureaucracy of getting everything whitelisted / the very principle that everything we do has to be "approved".
In fact I happen to know that there are things out there at the moment that will cause a cheater to instantly get awarded all achievements and perks in their steam account. What I think about those who use these things are unprintable, but this is the reality of the situation - the whitelisting does not stop cheaters and inconveniences everyone else.
My solution: (no I am not simply complaining!)
Given that the perk and achievement tracking is entirely centralized there is one way to make the system as cheatproof as it is ever going to be (i.e. it is not subject to the DRM paradox of stopping users interfering with software running on their own computer).
Simply resort to statistical methods at your end on the perk/achievement awarding progress variables of each player you already collect. Normal player progression will show a typical pattern that can be checked for, whereas cheaters will show a pattern far outlying this that could be flagged.
A concrete example: (bullpup part of commando levelling)
d(bullpup damage) / d(total playtime) will be within some standard deviation over that player's history* that can be ascertained by analysing legitimate player patterns.
If by some means a cheater maxes his recorded bullpup damage this value will spike outside of normal bounds and then the system could reset the progress and/or flag the account for VAC
What this system is effectively doing is checking that perk progression _is_ occurring at the same rate as a real player, and there is no way to "fake" this unless someone is willing to run a program that simulates this over the course of 120 hours, providing exactly the same data a real player would (and during which time their steam account would be unusable!).
Then the methodology of cheaters becomes irrelevant and whitelists become unnecessary, a double victory.
* In fact this value _would_ fluctuate, but predictably, reflecting varying levels of bullpup usage in different periods but I'm not typing out regression formulae in BBCode...
However in practice they do not work. There will always be someone in the nether regions of the internet with a penchant for disassembly that will come up with some sort of crack/trainer that will bypass these checks or indeed just fake the network traffic signalling that an achievement has been awarded to the cloud.
What I am saying here is that people who really want to cheat will always find a way, whereas in the meantime us admins trying to run a legitimate server with our own mods and maps are saddled with the bureaucracy of getting everything whitelisted / the very principle that everything we do has to be "approved".
In fact I happen to know that there are things out there at the moment that will cause a cheater to instantly get awarded all achievements and perks in their steam account. What I think about those who use these things are unprintable, but this is the reality of the situation - the whitelisting does not stop cheaters and inconveniences everyone else.
My solution: (no I am not simply complaining!)
Given that the perk and achievement tracking is entirely centralized there is one way to make the system as cheatproof as it is ever going to be (i.e. it is not subject to the DRM paradox of stopping users interfering with software running on their own computer).
Simply resort to statistical methods at your end on the perk/achievement awarding progress variables of each player you already collect. Normal player progression will show a typical pattern that can be checked for, whereas cheaters will show a pattern far outlying this that could be flagged.
A concrete example: (bullpup part of commando levelling)
d(bullpup damage) / d(total playtime) will be within some standard deviation over that player's history* that can be ascertained by analysing legitimate player patterns.
If by some means a cheater maxes his recorded bullpup damage this value will spike outside of normal bounds and then the system could reset the progress and/or flag the account for VAC
What this system is effectively doing is checking that perk progression _is_ occurring at the same rate as a real player, and there is no way to "fake" this unless someone is willing to run a program that simulates this over the course of 120 hours, providing exactly the same data a real player would (and during which time their steam account would be unusable!).
Then the methodology of cheaters becomes irrelevant and whitelists become unnecessary, a double victory.
* In fact this value _would_ fluctuate, but predictably, reflecting varying levels of bullpup usage in different periods but I'm not typing out regression formulae in BBCode...
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