Yolokin_Swagonborn 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.
@zykThe fast pace of combat makes this a requirement.
Yolokin_Swagonborn 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.
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.