As the number of cheaters spiral, the Crossfire community must decide whether to enforce controversial new policies that will potentially curb the cheating crisis.

Cheaters are human. Most of us have either played with a cheater or cheated ourselves, if you haven't then you're lying, exceptionally lucky or Gary 'KiLl3rBoY' Brincat just hasn't gotten round to you yet. I as some of you will know was caught cheating, I was banned for two years on ESL and was only recently unbanned. Cheating is the cancer of online gaming and if it's anything like its real life equivalent then one in three of us will suffer, apparently.

Cancer can't be cured and neither can cheating, there's however a discussion that needs to take place to decide how to prevent cheating and how to punish cheaters. I hope to raise some of the issues which shows how hard it's to create a fair and balanced anti-cheat policy.

Prevention

Anti-cheating software is an active deterrent, regardless how bad the likes of Punkbuster, X-RAY and ETACE are at catching cheaters, they form a necessary part in the chain. Without them there's no incentive to stay clean, you also remove one of the technical means of providing evidence to actually punish a player as well. Anthony 'TheRogue' Seedhouse (Head of ESL's EMS) summarised the role of anti-cheats with an analogy - “you're a lot less likely to do something illegal with a cop nearby”.

Punkbuster isn't infallible though, netCoders proved that three months ago. Technology has often prevented the banning process from being applied because it was seen as the only 'concrete' evidence accepted. When bans or cases have been solved through the use of demo's, people usually cry foul play or moan about subjectivity.

Subjectivity is what (some) people fear when it comes to governing a cheating policy, no one wants to ban someone by mistake purely because of the potential backlash by the community, this is partly why Clanbase is so slow to punish cheaters, but more often than not any ban they did hand out was justified.

The competitive organisations like Clanbase were dependent on third party organisations like Punkbuster, Yawn and PBBans in order to provide evidence to apply a ban. They can't and shouldn't place unwavering support on infallible technology which can be either bypassed or abused. The ability to ban someone from demos is necessary in order to stop people who blatantly use hacks in matches from escaping on a technicality.

Healthy skepticism when it comes to new talent especially when it comes to high skilled players and competitions is imperative. Teams and players should be wary of not only new players, but established players who suddenly improve without just cause.

Punishment

The relatively new idea that's being discussed in Stuart 'TosspoT' Saw's column 'Poland Please!' is aiding and abetting. If you hide or play with a cheater you're just as guilty and liable to be punished. It's a necessary step in order to stamp out unnecessary cheating and the behaviour associated - assisting or encouraging people to cheat by providing an environment free.

The reason why this is classed as punishment and not prevention, i.e. “you play with a cheater and you will be banned” is because it's not always possible to check the background of a prospective team mate, especially if they're unknown or at the lower end of the skill spectrum.

Finding evidence is the biggest issue and punishing people for hiding and playing with cheaters should only be given when it's very clear that the player in question was aware of they team mates cheating, the evidence used could be broadened as a consequence and make the process easier. For example if someone plays with a player whose serving a ban and they're a competitive player, they should also be punished. Not being able to play officials just isn't a large enough deterrent to crack down on cheating when the vast majority of Enemy Territority's competition is online.

'TosspoT's' decision to ban Mike 'Sheep' Gibbs was the right one in this sense. To make sure that no one is banned unduly, there should be a warning rule. If cheatbusters can provide evidence that a competitive player has played (in an official match or scrim) with someone currently banned then they should be warned/made aware of it, if it happens again then they're liable to be punished for supporting cheaters.

The 'compromise'

For the zero tolerance advocates amongst you who'd rather see a cheater be burnt alive than accepted back into the community, this is what you've been dreading – the compromise. The compromise comes because not only are cheaters human, but so are cheatbusters. People make mistakes and there's only so much that can be done to prevent people cheating. No matter who you're reality has to hit home at some point, there will always be cheaters both on public and private servers but you've to decide what's more important for the wellbeing of Enemy Territory'.

'KiLl3rBoY' admitted that he could easily spend up to seven hours a day 'cheatbusting', checking demos, discussing new methods of detection and actively plowing through evidence in order to get the bans processed. There are I feel a few compromises that have to be made in order to make sure his and the other cheatbusters time is used as efficiently as possibly.

Public cheaters who don't play in competition should be left alone. If they've an account on Crossfire that could potentially be banned, but there should be a definite split between public and competition players and how they're treated. The best way to deal with public only players is through (Punkbuster) hardware bans.

The competitive mentality is completely different to the average public player, public servers are in a sense ungovernable because there are too many rogue elements which could potentially lead to someone being banned unnecessarily. The is also the major issue of wasting resources on players who've no interest in competition anyway.

Public cheaters who play competitively shouldn't be banned from competitions on the basis of a public cheat. This is the biggest gray area in the banning process and one where the majority of popular cases emerge. If the player has cheated on a public server then they should be put under close scrutiny, all their matches and demos should be watched for a (fixed) lengthy probation period in order to see whether they're cheating in competition as well.

The reasoning behind this is often enough serving an actual ban isn't the punishment, the loss of reputation for competitive players can be unrecoverable. If a player has cheated on public server, then they're more likely to cheat in a competitive game but it's not a certainty.

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While the compromises may appear to be make punishment more lenient, it should however stabilise the community and create an legitimate path for cheaters to integrate back into the competitive community. If there's no way for a cheater to come back then there's no reason to ban a player in the first place, nor to stop cheating either.

The new ideas make banning legitimate players whose curiosity or stupidity got the better of them less frequent but punishes the players who actively support and play with cheaters more common. The idea of isolating players provides a good counter when a ban may fall over a summer period for example and naturally there's less official matches played, the solution means that someone whose banned will find it hard to play any (practice) matches with or against legitimate players.

This is where you've to debate the severity of the punishment. If a banned player plays with someone whose also currently serving a ban (or cheats while serving a ban) then their ban is extended, and since they cannot play with legitimate players without causing future damage you realistically isolate them to playing public for the duration of their ban.

If a player has served their ban then he's free to rejoin the community as a clean player. There could potentially be different sentence levels (ban periods) if he was caught cheating again, though that would depend entirely on the will of the community. If someone is banned twice for cheating, the likelihood I fear is that they're already lost.

If a cheating policy were to be officially written up, then all past cases before the policy was recognised should be ignored, apart from those currently serving bans. The reasoning behind this is to ease the workload initially and also to stop precendents being set which would actively conflict against the new rules. The policy would also be reviewed at regular periods (once every three months?) to make sure it's up to date and if amendments need to be made.

While ET ACE might provide cleaner public and private servers, it would only be temporary. Effective rules to govern the players while they're serving bans means you're eliminating the bad habits which have made bans useless in the past and made players more tolerant of supporting cheaters.