@roehamad_ali
LoL that isn't something I just came up with, it's basic anti-intrusion. There are a few ways around this problem:
1. Never trust the client, so you always store sensitive data on the server only.
The client is readonly. This is done on games like gta V, the client literally is a presentation layer only, but this server arch can't handle that, so buhbye.
2. Encrypt your variables and then decrypt them server side.
This is more fesible, but it requires a two step process and depending on where you keep the keys, its trivial to unlock.
3. Sanity checks
This is more in line with what most online games do. They send a specific query to the client with a specific expected answer. If that answer is out of bounds, they are cheating. For instance, you could do something like on character load, bring all resources to 0, then start regen timer. Depending on the variables send back by the client, you would have a specific answer from the server as to the time to 100. If that time to 100 is faster, there is an issue, drop the client.
4. Memory scanning;
This is my idea above. Basically you include 'cheat engine' within the launcher and you watch the hooks from windows that the program will attach to. If you see activity along that BUS, kill the client.
There are more in my head, but I would start with one of them for sure.
@roehamad_ali
LoL that isn't something I just came up with, it's basic anti-intrusion. There are a few ways around this problem:
1. Never trust the client, so you always store sensitive data on the server only.
The client is readonly. This is done on games like gta V, the client literally is a presentation layer only, but this server arch can't handle that, so buhbye.
2. Encrypt your variables and then decrypt them server side.
This is more fesible, but it requires a two step process and depending on where you keep the keys, its trivial to unlock.
3. Sanity checks
This is more in line with what most online games do. They send a specific query to the client with a specific expected answer. If that answer is out of bounds, they are cheating. For instance, you could do something like on character load, bring all resources to 0, then start regen timer. Depending on the variables send back by the client, you would have a specific answer from the server as to the time to 100. If that time to 100 is faster, there is an issue, drop the client.
4. Memory scanning;
This is my idea above. Basically you include 'cheat engine' within the launcher and you watch the hooks from windows that the program will attach to. If you see activity along that BUS, kill the client.
There are more in my head, but I would start with one of them for sure.
Roehamad_Ali wrote: »
@yodased I believe you ! You could draw this in crayon , make a power point presentation or even make a popup children's book for me and I'll still be scratching my head . lol
Now if you want to talk about bypassing your smog O2 sensors on your car or modifying the exhaust on your Harley ... I can help with that . But that's boring to gamers . Save Cyrodiil !
There is so many questionable things going on in the game it's sad. I really hope the people using the CE software feel like it's OK to keep using it, and at some point when ZoS finally figures out how to detect people using it they drop the ban hammer again.
@roehamad_ali
LoL that isn't something I just came up with, it's basic anti-intrusion. There are a few ways around this problem:
1. Never trust the client, so you always store sensitive data on the server only.
The client is readonly. This is done on games like gta V, the client literally is a presentation layer only, but this server arch can't handle that, so buhbye.
2. Encrypt your variables and then decrypt them server side.
This is more fesible, but it requires a two step process and depending on where you keep the keys, its trivial to unlock.
3. Sanity checks
This is more in line with what most online games do. They send a specific query to the client with a specific expected answer. If that answer is out of bounds, they are cheating. For instance, you could do something like on character load, bring all resources to 0, then start regen timer. Depending on the variables send back by the client, you would have a specific answer from the server as to the time to 100. If that time to 100 is faster, there is an issue, drop the client.
4. Memory scanning;
This is my idea above. Basically you include 'cheat engine' within the launcher and you watch the hooks from windows that the program will attach to. If you see activity along that BUS, kill the client.
There are more in my head, but I would start with one of them for sure.
@yodased
Very true. I'm assuming you and @cuyler are both programmers as well? Or people who handle cyber forensics? Offensive security? Breech testing? By the way, what you posted applies to not just video games but a lot of software in general. Lol. It's pretty basic trivial stuff really, so why ZOS hasn't implemented something like this but to a higher degree is beyond me.
@yodased
1. Yes all games should be server side
2. Encrypt and decrypt method can lag servers( works ok on games which have low numbers )
3. Sounds ok but what about players which may have a virus ( has came up before when this method has set of a false positive)
4. Very easy to bypass.
RinaldoGandolphi wrote: »@yodased
3 and 4 are probably the most feasible, maybe combining 3-4 with some like VAC may be a way moving forward. Its not perfect, but nothing is. However, the games scaling limitations and whatever they put in place to deal with bots that butchered Cyrodiil performance when they changed their netcode really limits their options.
rhapsodious wrote: »Roehamad_Ali wrote: »
@yodased I believe you ! You could draw this in crayon , make a power point presentation or even make a popup children's book for me and I'll still be scratching my head . lol
Now if you want to talk about bypassing your smog O2 sensors on your car or modifying the exhaust on your Harley ... I can help with that . But that's boring to gamers . Save Cyrodiil !
Here, I'll try to provide layman's explanations:
1. "You, Client, are a drooling idiot. I, Server, know how to do this. But you need something to do, so I will tell you exactly what you can and can't do and you will either do or not do it."
2. Server goes on vacation for the week and asks Client to watch his house. Client is given the punchcode to disable the alarm.
2b. Cheater is hiding in the bushes watching Client punch in the code. Client leaves. Cheater uses the punchcode and breaks in.
3. Server knows that 2+2 = 4. Client knows that 2+2 = 4.
3b. Cheater is very convincing and leads Client to conclude that 2+2 = 5. Client gets into a heated argument with Server that 2+2 does in fact equal 5. Server isn't having any of that.
4. Cheater keeps breaking into Server's house and wreaking havoc. Server finally starts getting annoyed and pretends to leave the house with the lights off. Server actually hides in his bushes waiting for Cheater to come along. Client comes up to the house with his new friend Cheater who said he just needs to use the bathroom. Client unlocks the door. Cheater starts to walk in behind him. Server shoots Client because he's in the way and the bullet goes through Cheater as well. In this universe homocide isn't a thing so we'll leave it at that.
@yodased
1. Yes all games should be server side
2. Encrypt and decrypt method can lag servers( works ok on games which have low numbers )
3. Sounds ok but what about players which may have a virus ( has came up before when this method has set of a false positive)
4. Very easy to bypass.
If you have a virus and that is giving you a false positive on a video game, fix the xxxxxxxx virus.
@Ch4mpTW Yeah valve anti-cheat. Which actually uses a combination of memory scanning and sanity checks, plus server side encryption of server only variables lol
You know what? People still cheat in VAC secured servers lol
@yodased
1. Yes all games should be server side
2. Encrypt and decrypt method can lag servers( works ok on games which have low numbers )
3. Sounds ok but what about players which may have a virus ( has came up before when this method has set of a false positive)
4. Very easy to bypass.
If you have a virus and that is giving you a false positive on a video game, fix the xxxxxxxx virus.
And that shows how little you know about anti cheat and if you took the time you know that it can sometimes take time for AV soft ware to update detections of a virus. I love players like you who think he knows what he is talking about but knows nothing
@Ch4mpTW Yeah valve anti-cheat. Which actually uses a combination of memory scanning and sanity checks, plus server side encryption of server only variables lol
You know what? People still cheat in VAC secured servers lol
LMAO! Shhhhh! It's better than what's available now for ESO. >_<
@yodased
So I've been thinking... Being as some bums using C.E. have been able to cause this much of a disturbance in the community and shine so much light on ZOS' system weaknesses. . . As well as its standard for defenses. . . What would happen if someone really let loose on ZOS' system, and just let the scripts spray? I mean just it rip with some serious tools... What hypothetically would happen, and how would ZOS handle it? Because let's be real with each other. C.E. is super lightweight and primitive. It's a piece of fuzz compared to the stuff out there. Trust me. C.E. is a joke compared to what's out there. I can name some stuff right now that would probably give the developers nightmares for weeks. Lol. But anyway, would ESO just shutdown entirely, and be blacked out for like months? It's scary when you really think about it, and how ZOS handled this. I'm not trying to scare anyone, but provide food for thought. ZOS really needs to invest in some better protection and overall server and system integrity.
@yodased
1. Yes all games should be server side
2. Encrypt and decrypt method can lag servers( works ok on games which have low numbers )
3. Sounds ok but what about players which may have a virus ( has came up before when this method has set of a false positive)
4. Very easy to bypass.
If you have a virus and that is giving you a false positive on a video game, fix the xxxxxxxx virus.
And that shows how little you know about anti cheat and if you took the time you know that it can sometimes take time for AV soft ware to update detections of a virus. I love players like you who think he knows what he is talking about but knows nothing
LOL this is hilarious. So you are saying that an anti-virus giving a false positive to a video game anti-cheat mechanism is enough to not use an anti-cheat mechanism? WTF?
@yodased
1. Yes all games should be server side
2. Encrypt and decrypt method can lag servers( works ok on games which have low numbers )
3. Sounds ok but what about players which may have a virus ( has came up before when this method has set of a false positive)
4. Very easy to bypass.
If you have a virus and that is giving you a false positive on a video game, fix the xxxxxxxx virus.
And that shows how little you know about anti cheat and if you took the time you know that it can sometimes take time for AV soft ware to update detections of a virus. I love players like you who think he knows what he is talking about but knows nothing
LOL this is hilarious. So you are saying that an anti-virus giving a false positive to a video game anti-cheat mechanism is enough to not use an anti-cheat mechanism? WTF?
We do not want information on the perma bans. We want information on this program being used and what is being done about it's uses. Seems like people can still use it from no comments about itRoehamad_Ali wrote: »Look , fellas , they're not gonna go into detail anymore . They already said they're being vague on purpose . I seriously doubt you're gonna get an answer on perma bans being lifted or what they can or can't do to catch cheaters anymore after that statement . It's a waste of energy to keep shoving the microphone in their face for more clarity .
This is exactly what everyone I talk to and myself would like to know. Can they still use Cheat Engine or not. And when will ZOS eliminate the opportunity to do so. I could care less HOW they do it, as long as it's done. Confidence will remain low until such time.
Lava_Croft wrote: »Meanwhile, Blizzard names, shames and permanently bans anyone found to be (doing something remotely related to) cheating in Overwatch...
ESO's ToS explicitly states that exploiting in-game bugs a breach of the ToS, just as much as using an external hack like Cheat Engine is.
@yodased
1. Yes all games should be server side
2. Encrypt and decrypt method can lag servers( works ok on games which have low numbers )
3. Sounds ok but what about players which may have a virus ( has came up before when this method has set of a false positive)
4. Very easy to bypass.
If you have a virus and that is giving you a false positive on a video game, fix the xxxxxxxx virus.
And that shows how little you know about anti cheat and if you took the time you know that it can sometimes take time for AV soft ware to update detections of a virus. I love players like you who think he knows what he is talking about but knows nothing
LOL this is hilarious. So you are saying that an anti-virus giving a false positive to a video game anti-cheat mechanism is enough to not use an anti-cheat mechanism? WTF?
Yes it can, and the method you listed can and has set them of, you have to be very careful in what you ban for when checking the game exe
I do know what i am taking about
https://www.linkedin.com/in/nick-b92b5a47
@roehamad_ali
LoL that isn't something I just came up with, it's basic anti-intrusion. There are a few ways around this problem:
1. Never trust the client, so you always store sensitive data on the server only.
The client is readonly. This is done on games like gta V, the client literally is a presentation layer only, but this server arch can't handle that, so buhbye.
2. Encrypt your variables and then decrypt them server side.
This is more fesible, but it requires a two step process and depending on where you keep the keys, its trivial to unlock.
3. Sanity checks
This is more in line with what most online games do. They send a specific query to the client with a specific expected answer. If that answer is out of bounds, they are cheating. For instance, you could do something like on character load, bring all resources to 0, then start regen timer. Depending on the variables send back by the client, you would have a specific answer from the server as to the time to 100. If that time to 100 is faster, there is an issue, drop the client.
4. Memory scanning;
This is my idea above. Basically you include 'cheat engine' within the launcher and you watch the hooks from windows that the program will attach to. If you see activity along that BUS, kill the client.
There are more in my head, but I would start with one of them for sure.
Publius_Scipio wrote: »I think this topic warrants a few minutes of mention on the next ESO Live. I think the players deserve at least that.
@yodased
1. Yes all games should be server side
2. Encrypt and decrypt method can lag servers( works ok on games which have low numbers )
3. Sounds ok but what about players which may have a virus ( has came up before when this method has set of a false positive)
4. Very easy to bypass.
If you have a virus and that is giving you a false positive on a video game, fix the xxxxxxxx virus.
And that shows how little you know about anti cheat and if you took the time you know that it can sometimes take time for AV soft ware to update detections of a virus. I love players like you who think he knows what he is talking about but knows nothing
LOL this is hilarious. So you are saying that an anti-virus giving a false positive to a video game anti-cheat mechanism is enough to not use an anti-cheat mechanism? WTF?
Yes it can, and the method you listed can and has set them of, you have to be very careful in what you ban for when checking the game exe
I do know what i am taking about
https://www.linkedin.com/in/nick-b92b5a47
But out of curiosity, do you or do you not have larger issues at stake than if a game's anti-cheat system reporting back to you false positives from the anti-virus software? Because if I ever received some crap like that, I'd be scrambling. Because the event alone would raise numerous red flags in my mind. And I mean numerous. Lol.
Also, it goes without saying that you should be careful for what you ban for involving a game application/program. Which is why there should be a myriad of checks setup to prevent any accidental bans. I may not be certified in the field of video game security, but I have certifications involving software security (as previously stated). I also test software for vulnerabilities for a living, along with other programming-based things. And I use both code that I wrote myself, and some of the penetrating tools provided by others.
@roehamad_ali
LoL that isn't something I just came up with, it's basic anti-intrusion. There are a few ways around this problem:
1. Never trust the client, so you always store sensitive data on the server only.
The client is readonly. This is done on games like gta V, the client literally is a presentation layer only, but this server arch can't handle that, so buhbye.
2. Encrypt your variables and then decrypt them server side.
This is more fesible, but it requires a two step process and depending on where you keep the keys, its trivial to unlock.
3. Sanity checks
This is more in line with what most online games do. They send a specific query to the client with a specific expected answer. If that answer is out of bounds, they are cheating. For instance, you could do something like on character load, bring all resources to 0, then start regen timer. Depending on the variables send back by the client, you would have a specific answer from the server as to the time to 100. If that time to 100 is faster, there is an issue, drop the client.
4. Memory scanning;
This is my idea above. Basically you include 'cheat engine' within the launcher and you watch the hooks from windows that the program will attach to. If you see activity along that BUS, kill the client.
There are more in my head, but I would start with one of them for sure.
1. Server side validation is the correct design.
2. Fails. Period. Symmetric key encryption requires client and server knowing the keys, and any hacker worth their salt will crack it in the span of days.
3. Essentially the same as one.
4. Fails. Period. Trivial to bypass using any number of techniques, including direct message manipulation. It's why programs like "hackshield" and the like fail.
Additional server side validation is the only real fix. Any client side "fixes" would be cracked in a matter days.