Time:  12:38:14 CET  03:38:14 PST  06:38:14 EST  20:38:14 Seoul  19:38:14 Beijing
NEWS
CAL to Use New Anti-Cheat Program
The Cyberathlete Amateur League announced Wednesday that the Invite, Premier, and Main divisions will be using the ESEA Client, the anti-cheat tool used by the E-Sports Entertainment Association.
By Andrew 'andrew' Tworischuk
Feb 9, 2006 04:57
The Cyberathlete Amateur League announced Wednesday that the Invite, Premier, and Main divisions will be using the ESEA Client, the anti-cheat tool used by the E-Sports Entertainment Association.
Furthermore, in the press release, it was announced that Verizon, one of the largest telecommunications companies in the United States, will be hosting servers for teams that need it.
The statement released by Michael Allen is as follows:
"Verizon and Cyberathlete Amateur League are partnering this season to provide Counter-Strike Servers for Invite, Premier and Main. Verizon, through their Verizon Gaming Network will be providing accounts for teams so that they can host their own server whenever they want for scrims and matches. The game servers will be on Verizon’s network infrastructure that spans the US and will ensure playability where ever you are in the US.
The Cyberathlete Amateur League (CAL) has selected E-Sports Entertainment’s (ESEA) anti-cheat Client to help police and standardize all Counter-Strike Invite and Premier matches for Season 16. Building off of the success and effectiveness during CAL’s $25,000 online Razer tournaments, ESEA’s Client will better equip CAL’s Anti-Cheat Staff with the tools and information needed to more effectively catch and punish players seeking to gain unfair advantages through cheats and illegal client variables. With over 300,000 league participants, CAL is the largest online gaming league in the world and has been a longtime leader in competitive online league play.
In addition to protecting players against third party cheats or client exploits, E-Sports Entertainment has also developed a custom authentication module to validate the players in the server against their registered CAL rosters. Doing so will limit the use of ringers and hold teams more accountable for using any roster violations. This season will be a building block to implement the ESEA Client into all CAL Counter-Strike and Counter-Strike: Source divisions for future seasons.
Since its inception the ESEA Client has caught nearly one cheater a day and detected 2,000 illegal client settings while protecting over 20 million player minutes of ESEA's Premium service. Featuring proprietary pick up game, last man standing, and death match server modifications with advanced statistics and player authentication modules, E-Sports Entertainment's Premium service offer a fun, controlled, and 24 hour destination for online gaming."
This should definately cut down on the amount of illegitimate players and should improve the overall quality of play in the league.
Cyberathlete Amateur League Website
The statement released by Michael Allen is as follows:
"Verizon and Cyberathlete Amateur League are partnering this season to provide Counter-Strike Servers for Invite, Premier and Main. Verizon, through their Verizon Gaming Network will be providing accounts for teams so that they can host their own server whenever they want for scrims and matches. The game servers will be on Verizon’s network infrastructure that spans the US and will ensure playability where ever you are in the US.
The Cyberathlete Amateur League (CAL) has selected E-Sports Entertainment’s (ESEA) anti-cheat Client to help police and standardize all Counter-Strike Invite and Premier matches for Season 16. Building off of the success and effectiveness during CAL’s $25,000 online Razer tournaments, ESEA’s Client will better equip CAL’s Anti-Cheat Staff with the tools and information needed to more effectively catch and punish players seeking to gain unfair advantages through cheats and illegal client variables. With over 300,000 league participants, CAL is the largest online gaming league in the world and has been a longtime leader in competitive online league play.
In addition to protecting players against third party cheats or client exploits, E-Sports Entertainment has also developed a custom authentication module to validate the players in the server against their registered CAL rosters. Doing so will limit the use of ringers and hold teams more accountable for using any roster violations. This season will be a building block to implement the ESEA Client into all CAL Counter-Strike and Counter-Strike: Source divisions for future seasons.
Since its inception the ESEA Client has caught nearly one cheater a day and detected 2,000 illegal client settings while protecting over 20 million player minutes of ESEA's Premium service. Featuring proprietary pick up game, last man standing, and death match server modifications with advanced statistics and player authentication modules, E-Sports Entertainment's Premium service offer a fun, controlled, and 24 hour destination for online gaming."
This should definately cut down on the amount of illegitimate players and should improve the overall quality of play in the league.
Cyberathlete Amateur League Website
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hardly ANYONE in P/I cheats. If it catches 1 cheater all season it will be a huge success.
this should be used for all teams this season, and then next season it should be used for o/im/m.
just my opionion but whatever.
OH WELLS
"With over 300,000 league participants, CAL is the largest online gaming league in the world"
alright, then checkout 'Electronig Sports League' statistics here: http://www.esl-europe.net/de/statistics/
517'450 users in 194'712 teams, 3600 matches per day
i guess both clanbase and esl are much bigger than cal .. cal seems to be pretty bad in terms of research if they don´t even know about any numbers from other leagues
Anyway, back on topic:
Yes, pervious versions of the ESEA anti-cheat where pretty much worth nothing, and after failiures like this NEL "anti-cheat" thing ([URL=http://www.sk-gaming.com/forum/2/31032/]link to NEL thread[/url]), and also the CEVO failiure, things are not looking very bright for the anti-cheat groups right now. However from what I've understood, the current version of the ESEA anti-cheat seems to at least be the best of them, at least there is still not that much information posted publicly on exactly what it does :)
I guess I'm just saying that I think you should wait and see what happens in the cheat scene before putting the ESEA anti-cheat in the same category as CEVO and NEL (among others).
Also note that both the CEVO and NEL anti-cheats where picked apart because of the way their developers where acting (look at the NEL thread I posted for an example).
Anyway clearly the main people who cheat in the leagues are 10-14 yearolds who use cheats in all games like gta and other console games, entering the key combinations and using action replays(or w/e its called now), and they will get thier cs cheats from websites that they got up from google and they will just say "VAC/VAC2/CD proof" not ESEA Proof and they will be like... ooh no ill just have to play without cheats.. mmk?
cal has more people in it than clanbase or esl, thx
just the lower tier divisions rip esl in numbers