clocksstoppe wrote: »
Only if they are terrible programmers. There are always ways to fix these problems, you just need the right people for it.
clocksstoppe wrote: »
No, YOU are wrong. You don't HAVE to do those exact calculations, you just have to impose constraints on what the client claims to have calculated using cheaper calculations.
How to cheaply negate speed hack: compare the new position sent by client to the position on the server. If it's farther than the actual speed of the player, deny movement.
How to negate the "character walking on air": You use a simple (2d) grid system for the world map where each tile has a tolerance range for the height allowed for the player standing in it. Grids are extremely cheap and you still allow the client to do complex mesh collision calculations to look right on the client side.
Naysayers like you are exactly the problem. You give them an excuse for doing a terrible job.
You are the one who is wrong...
I've worked on client/server based game engines as well as enterprise level high traffic client/server systems.
If done right, a server side system would but multitudes faster than anything we have ever seen from ESO. There as so many bad design decisions in this game, it's missing all the fundamental parts that make for a lean and fast client/server system.
lol MapleStory...Feel free to take a look at maple story which uses similar model. Maple story even used 3 layers of anti-hack engine and still......
Fact 5: What exploits/hacks are possible with ESO?
Anything you saw in Maple story could theoretically be seen in ESO. Examples: god mode, damage modification, infinite resources, god speed, global skill, global gathering, global teleporting ect
ZOS has data and they will be banning once they review it.
ZOS has data and they will be banning once they review it.
I could probably write a thesis about network mechanics, but what's going on is really unprofessional and I am deeply disappointed. Nevertheless, no ZOS does not need to find the client hack to fix the problem. It shouldn't even be possible in the first place.
If I were the engineer designing this, what I'd do is to trust the client, but have a separate server-side watchdog that audits what the client does and see if the client's calculations actually agree with what the calculations that the server would've made if the server was doing full validation. And by separate, I mean it's not handled by the actual game server but by a separate server, working alongside the main server.
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Why is it necessary to scan the memory? Wouldn't xyz do the job?
This is just one way to prevent cheating/hacking completly (if done correctly). There may be other ways. But every way, that won't protect the games memory area in some way or let the server do the calculations completly can be exploitet with the correct cheats/hacks. Actually it is possible to change and read entries in your memory. So it also is possible to find the point in the memory which holds the data about your ult points, magicka, ... . When found this point can be used to change the value ingame. So the only logical way to prevent this behaviour is to block (hard) or detect (actually pretty easy) those changes and ban the player for cheating or at least trying.
SlayerTheDragon wrote: »From the way the handled the Survey exploit, to the apathy of this current exploit - the only real question left is: what is the best download link for Cheat Engine?
SlayerTheDragon wrote: »
On a serious note though:
- Who still uses Client Trust? No other popular MMO, and they do just fine with lag etc
- If you do use Client Trust, for the love of all use it in a way that you cant just crack from on-screen values (CE is so stupidly easy to use - google it).
- Have your client look at running process for any programs that are considered a hack/bot/trainer and flag the account.
SlayerTheDragon wrote: »
On a serious note though:
- Who still uses Client Trust? No other popular MMO, and they do just fine with lag etc
- If you do use Client Trust, for the love of all use it in a way that you cant just crack from on-screen values (CE is so stupidly easy to use - google it).
- Have your client look at running process for any programs that are considered a hack/bot/trainer and flag the account.
Septimus_Magna wrote: »ZOS should do the Apple approach and only allow checked add-ons from a library within the game.
That would give ZOS the freedom to push more processes to the client side (reducing server lag) and root out all cheaters, exploiters and other sad figures once and for all.
InvitationNotFound wrote: »
do you comment without reading anything else in this thread?
ALL client side checks can be bypassed. It's just a matter of how much effort you have to invest. Your "checked add-ons" is useless, besides the fact that CE is a third party application and not an add-on.
edit: side note to apple's iOS:
The checks are implemented in the iOS kernel, which means in the OS itself. Therefore, ZOS wouldn't be able to implement such a lock.
Furthermore, when you find a vulnerability in the kernel, this whole lock thing can be bypassed (yes, jailbreaking is actually exploiting some sort of security vulnerability and might even happen when you visit a web site (i guess there was one for older iOS versions)).
If you want avoid such cheats you'll have to implement server side checks. everything else will only make cheating more difficult but isn't a 100% cheat prevention.
Lava_Croft wrote: »Meanwhile, everybody who hasn't been exploiting mats or using third party tools to game their way to vMSA loot just feels royally screwed, while those who did exploit mats or game their way to vMSA loot reaps the rewards.
This game is dead for anyone who wants to even semi-seriously be competitive in either PvE, PvP or both.
Septimus_Magna wrote: »Wouldnt it be easier to check for client side irregularities if there is only normal/controlled data transfer between the server and client side?
Im no software engineer (just a mechanical engineer) so its not my field of expertise but it shouldnt be impossible to have decent latency without cheaters. Latency was pretty good in the beginning, they messed that up to eliminate bots/cheaters but it seems like that didnt work after all.
Right now we have the worst of two worlds, bad latency and cheaters.
Alright, so I now know anything client side won't work. What if they updated how their logging works? Wouldn't they be able to analyze said logs if they were detailed enough and spot out of the norm behavior?
Alright, so I now know anything client side won't work. What if they updated how their logging works? Wouldn't they be able to analyze said logs if they were detailed enough and spot out of the norm behavior?
Like they had data about the survey exploits?