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Time:   04:36:10 CET   19:36:10 PST   22:36:10 EST   11:36:10 Seoul   10:36:10 Beijing

NEWS
ESL Wire anti-cheat goes online

By Duncan 'Thorin' Shields
Oct 11, 2010 18:02


ImageESL's Wire anti-cheat has gone online. ESL's David "affentod" Hiltscher answered SK Gaming's questions about this new approach to anti-cheats.

ESL's new Wire anti-cheat has gone online. After nine months of developments, including open and closed betas, it has been released. Those caught by the anti-cheat can expect a two year ban from ESL. ESL Wire can apparently detect more than 1,000 "Ring0- and Ring3-Cheats". It will be the default anti-cheat players are obliged to use now in ESL competitions, replacing Aequitas.

Those wishing to use the anti-cheat in gathers for CS 1.6, CS:S, CoD4, TF2, CS:CZ and DoD:S can find links to servers in their locations at the bottom of the ESL news post about Wire.

ESL's David "affentod" Hiltscher answered the following questions about ESL Wire:

What kind of anticheat is it?

"In short: a very good one. We hired experts from the Anti-Virus industry that have a lot of experience in securing people's PCs. That is costly, so we had to invest a mid 6 figure sum of money in creating this program, in order to finally solve the horrible cheating issue that has plagued all eSports games in recent years. ESL Wire Anti-Cheat runs on the Ring 0 level of your operating system. As such, it acts like a normal system driver and is hidden very deeply inside the system. It acts similarly to how modern day cheats behave. That's the only way to be consistently able to detect the likes of Organner, X22 and others. All the while making our tool very hard to detect for cheat coders. Our Polish arch enemy will face many a sleepless night, trying to figure out what it is that we're doing exactly. Also it's not only about detecting cheats but also about detecting fake accounts - a common way to circumvent a ban resulting from the use of cheats.

Another key feature is that we've opened up for all games. ESL Wire Anti-Cheat is built in a non-game-specific way. That means, we can also secure games that rarely get the benefit of a sophisticated anti-cheat tool. Think the Call of Duty or Battlefield series. A loooot of people will finally be able to enjoy a cheat-free gaming experience on ESL."


How is the production cost justified?


"How can you seriously be asking this? Cheats are hurting eSports badly. We're all about fair competition in computer games. If the fair part can no longer be guaranteed, nothing is left. From a business perspective, it's all about the famed return on investment. ESL is proud to offer all of its basic services, including anti-cheat protection for free. But at the same time we're offering a lot of added value services under the banner of our ESL Premium account. For a measly 2.50€ a month, you get a lot of extra features and at the same time invest into the future of eSports. No sponsor would ever cover the mid 6 figure costs of an anti-cheating software. After all, in theory that's something that lies in the responsibility of the people that actually create the games we're using for eSports. Why none of them really is able to solve the cheating problem is beyond my understanding. I just have to accept the fact that it is up to us to provide anti-cheating solutions. And that is what we're doing. All we can hope for is that the community honors the effort we put into it and is willing to give a few bucks a month for a noble cause while also being able to enjoy a fair and level gaming experience."


Few if any anticheats have been able to stop dedicated cheaters so what makes this anticheat different in its approach?

"At the moment, there are two approaches on the market when it comes to dealing with cheats. The best ones, like ESEA's client, hook onto the game process and try to prevent any tampering. It's a good and effective approach, but it requires you to adapt your software to each individual game. That makes it impractible in covering the 150 or so games that ESL is hosting leagues for. The other approach is having an all purpose software that uses different ways of detecting what's happening inside the operating system. It seems like the easier way. But the more sophisticated cheats became, the harder it got to create a software that could properly do this. Nowadays, you really have to have a system driver if you want to be successful without tampering directly with the game process. That's where the real innovation comes from with ESL Wire Anti-Cheat. With our external experts, we're using the decades of experiences from the Anti-Virus industry and finally adapt that to the world of gaming cheats. And that's just the start. We'll be in continuous development and have already laid out plans of what extra features we want to add over the next year. Summarizing, I'd say our biggest benefit is having a development team comprised of experts from outside of gaming and people that really know the cheating scene providing valuable input for the direction that the software is taking."


Why was a new anticheat needed?

"To secure that eSports stays healthy and sustainable. Where money is to be won, you will have to deal with frauds of all kinds. And in a computer world, the only way to solve this is through powerful software. And we're not only thinking about league play here. ESL Wire Anti-Cheat is fully usable for our ESL Gather system that offers an easy and secure way to play Scrims/PCWs across all kinds of games. If people realize that there's a way to circumvent playing against cheaters on IRC, we have made a big step forward. And we're already discussing the next steps to take. Just think of being able to make running ESL Wire Anti-Cheat required on your public server. Or being able to run your own tournaments on the ESL website with the benefits of cheat-protection. The possibilities are endless, and we're very much looking forward to community feedback in deciding what our next steps should be."


Source: ESL
(Photograph copyright of ESL)


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