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[VIDEO] That speed hack tho

  • OdinForge
    OdinForge
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    OdinForge wrote: »
    yodased wrote: »
    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.

    What is even more sad is that whatever anti-cheat mechanics they put in the game way back before 1.5 that killed PvP performance and this kind of stuff can still happen.

    So they went from a game that could have 100s of players on screen from each alliance to a game that struggles in a 20v20 and people can still cheat.

    Wow.

    I think it was for a different type of issue, bots if I'm not mistaken.

    As others in this thread have noted, it's very difficult to solve memory hacking in a game.

    But yeah, thanks for the fisted performance...
    The Age of Wrobel.
  • PeggymoeXD
    PeggymoeXD
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    I once knew someone just as fast who was bad at zerging
    Edited by PeggymoeXD on May 26, 2016 7:26PM
    Kitty DK

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  • zyk
    zyk
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    ZOS is well aware of ESO's shortcomings. The problem is that it doesn't have a comprehensive solution to implement. This is likely a factor in the financial viability of AvA.

    That's not to say ZOS will never fix the issues that plague AvA. But to this point, AvA has been on life support since around launch.

    To ZOS, I believe it's all about ROI. The group that has emerged as ESO's target audience probably doesn't care about any of this.

    However, if we are vocal and persistent, ZOS may determine maintaining its reputation is worth the investment necessary to fix AvA -- or expedite the investment if it is planned down the road.
  • RinaldoGandolphi
    RinaldoGandolphi
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    Nothing short of a VAC based system and a harder line stance on cheating is going to fix this.

    Rinaldo Gandolphi-Breton Sorcerer Daggerfall Covenant
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    RinaldoGandolphi - High Elf Sorcerer Aldmeri Dominion
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    Sorcerer's - The ONLY class in the game that is punished for using its class defining skill (Bolt Escape)

    "Here in his shrine, that they have forgotten. Here do we toil, that we might remember. By night we reclaim, what by day was stolen. Far from ourselves, he grows ever near to us. Our eyes once were blinded, now through him do we see. Our hands once were idle, now through them does he speak. And when the world shall listen, and when the world shall see, and when the world remembers, that world will cease to be. - Miraak

  • Jaybe_Mawfaka
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    This is lame
    Whe you are playing eso, abusing exploits and actual hacks is all right, just don't make them public at the forums and do not speak about any actual problem over here - This is such a lovely policy to keep doing nothing
    Edited by Jaybe_Mawfaka on May 27, 2016 9:59PM
  • Jaybe_Mawfaka
    Jaybe_Mawfaka
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    Whatever then
  • rfennell_ESO
    rfennell_ESO
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    Reyals wrote: »
    That's one fast buhl

    Yes, in the video that was removed YOU were moving really fast.

  • SirAndy
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    zyk wrote: »
    The fast pace of combat makes this a requirement.
    @zyk
    Sorry, but that just isn't true ...

    I've worked on several client/server based game engines and other (ultra) high traffic client/server systems, and there is no need to offload critical game decisions to the client.
    It's a really, really BAD idea and NOT needed for performance.

    A good client side prediction combined with server side prediction and server side decision while using a stateless data delivery (UDP) and optimized data packets (ZOS packets are BLOATED) can get you significantly better performance and smoother gameplay than anything ZOS has delivered so far.

    Been there, done that, got the resume to prove it ...
    type.gif
  • Turelus
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    @SirAndy maybe you should apply for a job with ZOS. :sweat_smile:

    Any official update to if this is now confirmed to be in fixing? I mean survey reports were hotfixed in 24 hours... just sayin.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • klink012
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    OdinForge wrote: »
    yodased wrote: »
    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.

    What is even more sad is that whatever anti-cheat mechanics they put in the game way back before 1.5 that killed PvP performance and this kind of stuff can still happen.

    So they went from a game that could have 100s of players on screen from each alliance to a game that struggles in a 20v20 and people can still cheat.

    Wow.


    Exactly!!! It can't even handle 20v20 :( How can you even market this game as having PVP?
  • klink012
    klink012
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    zyk wrote: »
    ZOS is well aware of ESO's shortcomings. The problem is that it doesn't have a comprehensive solution to implement. This is likely a factor in the financial viability of AvA.

    That's not to say ZOS will never fix the issues that plague AvA. But to this point, AvA has been on life support since around launch.

    To ZOS, I believe it's all about ROI. The group that has emerged as ESO's target audience probably doesn't care about any of this.

    However, if we are vocal and persistent, ZOS may determine maintaining its reputation is worth the investment necessary to fix AvA -- or expedite the investment if it is planned down the road.

    I will never purchase a game that ZoS has touched again in my lifetime. The damage has been done. Wayyyyy too many lies and empty promises in the past 2+ years.
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