kevlarto_ESO wrote: »Crispen_Longbow wrote: »Regardless if it it's a hack/exploit/bug the player knows something is wrong with it but continues to use it.
[snip]
I have the same disdain for Emps that use Emp siege knowing that its bugged.
Thanks
Using a known broken game mechanic for gain, is an exploit and should be a ban for the offense, how long depends on the attitude I suppose..:)
Then most is us will be named for that nirn bug. :P
timidobserver wrote: »Im curious whether this is a hack or an exploit.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Players must understand that a game like ESO does a *lot* client-side. The fast pace of combat makes this a requirement. The client needs to be extremely trusted for that to be. Any such game is vulnerable to memory hacking.
No dev I am aware of has found a solution for this. The best compromise has been systems like Valve Anti-Cheat which uses an array of functions to passively monitor different kinds of client activities. Valve allows cheats to be exploited for a period and offenders are mass-banned in ban waves.
ESO is an ideal candidate for a VAC-like system as it is progression based. Many players who presently cheat would stop if losing progress was a possibility.
We need to encourage ZOS to begin taking cheating seriously. This has to happen in at least two ways:
- implementation of a VAC-like system/policy
- fast fixes for bugs exploitable in-game such as multiple mundus, overload bar, etc
- serious consequences for cheaters: permanently banned accounts
Considering how ZOS handled the recent dupe bug, I can't see ZOS going in this direction on its own. We, as a PVP community, must constantly demand it as necessary.
Players must understand that a game like ESO does a *lot* client-side. The fast pace of combat makes this a requirement. The client needs to be extremely trusted for that to be. Any such game is vulnerable to memory hacking.
No dev I am aware of has found a solution for this. The best compromise has been systems like Valve Anti-Cheat which uses an array of functions to passively monitor different kinds of client activities. Valve allows cheats to be exploited for a period and offenders are mass-banned in ban waves.
ESO is an ideal candidate for a VAC-like system as it is progression based. Many players who presently cheat would stop if losing progress was a possibility.
We need to encourage ZOS to begin taking cheating seriously. This has to happen in at least two ways:
- implementation of a VAC-like system/policy
- fast fixes for bugs exploitable in-game such as multiple mundus, overload bar, etc
- serious consequences for cheaters: permanently banned accounts
Considering how ZOS handled the recent dupe bug, I can't see ZOS going in this direction on its own. We, as a PVP community, must constantly demand it as necessary.
Players must understand that a game like ESO does a *lot* client-side. The fast pace of combat makes this a requirement. The client needs to be extremely trusted for that to be. Any such game is vulnerable to memory hacking.
No dev I am aware of has found a solution for this. The best compromise has been systems like Valve Anti-Cheat which uses an array of functions to passively monitor different kinds of client activities. Valve allows cheats to be exploited for a period and offenders are mass-banned in ban waves.
ESO is an ideal candidate for a VAC-like system as it is progression based. Many players who presently cheat would stop if losing progress was a possibility.
We need to encourage ZOS to begin taking cheating seriously. This has to happen in at least two ways:
- implementation of a VAC-like system/policy
- fast fixes for bugs exploitable in-game such as multiple mundus, overload bar, etc
- serious consequences for cheaters: permanently banned accounts
Considering how ZOS handled the recent dupe bug, I can't see ZOS going in this direction on its own. We, as a PVP community, must constantly demand it as necessary.
well looks like this person is the only way sorcs are going to complete vma now haha. Gosh now I wonder how many of these people used this to get their scores up so high.
@ZOS_DaryaK Please get someone with some authority to speak on this to respond or well go about fixing this the old fashioned way of showing every person how to do it.
Yeah that looks like a glitch/exploit, as far as I'm aware the fastest combination you can do is: Orc + Fiords + Major Expedition + Windrunning + Hasty Retreat.
Players must understand that a game like ESO does a *lot* client-side. The fast pace of combat makes this a requirement. The client needs to be extremely trusted for that to be. Any such game is vulnerable to memory hacking.
No dev I am aware of has found a solution for this. The best compromise has been systems like Valve Anti-Cheat which uses an array of functions to passively monitor different kinds of client activities. Valve allows cheats to be exploited for a period and offenders are mass-banned in ban waves.
ESO is an ideal candidate for a VAC-like system as it is progression based. Many players who presently cheat would stop if losing progress was a possibility.
We need to encourage ZOS to begin taking cheating seriously. This has to happen in at least two ways:
- implementation of a VAC-like system/policy
- fast fixes for bugs exploitable in-game such as multiple mundus, overload bar, etc
- serious consequences for cheaters: permanently banned accounts
Considering how ZOS handled the recent dupe bug, I can't see ZOS going in this direction on its own. We, as a PVP community, must constantly demand it as necessary.
Needs less forum moderation and more in game moderation. This isnt an exploit - its a hack. Using 3rd party program.
I know ZOS generally doesnt do anything about people breaking rules, but this is one that you cant let slip.
ZOS_DaryaK wrote: »You are welcome to send videos showing evidence of cheating to any of the moderators or community managers, and we will forward them to the appropriate team for investigation.
Until latency and server lag are fixed speed hack can't be enforced.
Speed hack works by telling the server that your client is in a spot that it really isn't, the server then has to 'accept' this and it re positions the client to the 'appropriate' position relative to the original reported position.
It doesn't actually make you move faster, it just tricks the server into thinking there is a big latency issue and the client is taking longer to respond than normal.
You can check for outside the normal parameters for response from the client, but that is just one more server side calculation to handle..
The reason that things like CE work on these games is there is too many variables with each client/server connection to be able to trust the server knows exactly what is going on, where.
It's up to the trust relationship between the client and the server to determine things like movement position. If the client is misreporting, the server will compensate accordingly.
If you keep the misreport within specs of normal variance, you will never be caught because even the best server admin won't see a report never created. The server sees nothing wrong.
Until latency and server lag are fixed speed hack can't be enforced.
Speed hack works by telling the server that your client is in a spot that it really isn't, the server then has to 'accept' this and it re positions the client to the 'appropriate' position relative to the original reported position.
It doesn't actually make you move faster, it just tricks the server into thinking there is a big latency issue and the client is taking longer to respond than normal.
You can check for outside the normal parameters for response from the client, but that is just one more server side calculation to handle..
The reason that things like CE work on these games is there is too many variables with each client/server connection to be able to trust the server knows exactly what is going on, where.
It's up to the trust relationship between the client and the server to determine things like movement position. If the client is misreporting, the server will compensate accordingly.
If you keep the misreport within specs of normal variance, you will never be caught because even the best server admin won't see a report never created. The server sees nothing wrong.
Why are we educating ZOS on this, really scary that they clearly aren't aware.