relentless_turnip wrote: »[Quoted post was removed]
Well you tell me you have random unknown code and i told you that data transfer between client and addons is limited and is controlled by ZOS and the game. You cant change the game this way in ways the Devs dont allow. You dismiss this and wildly speculate around something you dont understand. There is not much to say. So have fun with your crusade i guess.
relentless_turnip wrote: »
I am stating as I have twice already the issue is not the add-ons, but the fact that some third party software is allowed and some is not.
relentless_turnip wrote: »it is the allowance of any access at all that makes the detection of manipulation difficult
There are addons that allow for cheating. In PVE there are addons that warn you when to block/dodge etc. There are some that detect when another player is winding up a shot and gives the player forewarning to roll dodge. The PVE stuff is fine, the PVP stuff is not. You are correct in the trainer cheats that allow for players to fly through the air, you incorrect in claiming that it is impossible for an addon to grant the player an unfair advantage that constitutes cheating.
Would you mind linking to these cheat addons (PvP specifically)? If you're taking about raid notifier or Code's Combat Alerts, I think you're over exaggerating what they actually do. Yes they give a little popup with a timer for a mechanic to kick in, but you still have to do it, and while I agree it adds a bit of ease to play, the information it's giving isn't hidden or secret, it's just presented in a more useful way.
There are addons that allow for cheating. In PVE there are addons that warn you when to block/dodge etc. There are some that detect when another player is winding up a shot and gives the player forewarning to roll dodge. The PVE stuff is fine, the PVP stuff is not. You are correct in the trainer cheats that allow for players to fly through the air, you incorrect in claiming that it is impossible for an addon to grant the player an unfair advantage that constitutes cheating.
Would you mind linking to these cheat addons (PvP specifically)? If you're taking about raid notifier or Code's Combat Alerts, I think you're over exaggerating what they actually do. Yes they give a little popup with a timer for a mechanic to kick in, but you still have to do it, and while I agree it adds a bit of ease to play, the information it's giving isn't hidden or secret, it's just presented in a more useful way.
I was referring to Code's and Raid Notifier for PVE, but if you read what I said, I stated they are not an issue, and not what I am referring to. There are PVP addons that operate in a similar fashion to Code's and Raid are an issue.
You seem to be defending something that was not once ever considered an issue, the PVP versions of those addons are an issue.
As for the addon conveniently representing information, yes, in PVE, that can be argued, and why IMO they are perfectly fine. In PVP however, it results in people running away, with their back turned, perfectly dodge rolling your attacks like they have eyes in the back of their heads.
As for the addon conveniently representing information, yes, in PVE, that can be argued, and why IMO they are perfectly fine. In PVP however, it results in people running away, with their back turned, perfectly dodge rolling your attacks like they have eyes in the back of their heads.
As far as i know from a very limited testing the notifications features don't work, due to changes on ZOS end.
I have no idea if that can be circumvented, nor i have any desire to investigate.
The rest of the features work fine.
There are addons that allow for cheating. In PVE there are addons that warn you when to block/dodge etc. There are some that detect when another player is winding up a shot and gives the player forewarning to roll dodge. The PVE stuff is fine, the PVP stuff is not. You are correct in the trainer cheats that allow for players to fly through the air, you incorrect in claiming that it is impossible for an addon to grant the player an unfair advantage that constitutes cheating.
Would you mind linking to these cheat addons (PvP specifically)? If you're taking about raid notifier or Code's Combat Alerts, I think you're over exaggerating what they actually do. Yes they give a little popup with a timer for a mechanic to kick in, but you still have to do it, and while I agree it adds a bit of ease to play, the information it's giving isn't hidden or secret, it's just presented in a more useful way.
I was referring to Code's and Raid Notifier for PVE, but if you read what I said, I stated they are not an issue, and not what I am referring to. There are PVP addons that operate in a similar fashion to Code's and Raid are an issue.
You seem to be defending something that was not once ever considered an issue, the PVP versions of those addons are an issue.
As for the addon conveniently representing information, yes, in PVE, that can be argued, and why IMO they are perfectly fine. In PVP however, it results in people running away, with their back turned, perfectly dodge rolling your attacks like they have eyes in the back of their heads.
Edit:
Here is the PVP version of Codes/Raidnotifer.
https://www.esoui.com/downloads/info1545-MiatsPVPAlerts.html
ZOS has changed their API to neuter some of its functionality, but it is still working.
Mancombe_Nosehair wrote: »Mancombe_Nosehair wrote: »
Discuss.
I think it’s a terribly selfish idea and I think you underestimate the number of people who PVP. I’m not talking just the hardcore, spend 99% of their gameplay laying waste to other player, but also those who enjoy both PVP and PVE and the PVP “weekend warriors”. I also think it’s a phenomenally bad idea that would alienate a good chunk of players, so not the best business decision ever.
I was actually being satirical, because, quite frankly, it is no less selfish than banning add-ons just because a few sore losers at PvP are blaming add-ons as opposed to their own lack of PvP skills.
Daemons_Bane wrote: »So you seem to think that this causes a few issues in PvP.. That sounds plausible.. But I think that removing all add-ons from a game that is majorly PvE based, just for that, seems a little harsh.. And I know that you said that some can be kept by ZOS, but let's face it.. They would have to keep ALL of them, every single one that has at least 1 download.. because you can't deny player the PvE his mod, just because the PvP player might be a cheater
relentless_turnip wrote: »Daemons_Bane wrote: »So you seem to think that this causes a few issues in PvP.. That sounds plausible.. But I think that removing all add-ons from a game that is majorly PvE based, just for that, seems a little harsh.. And I know that you said that some can be kept by ZOS, but let's face it.. They would have to keep ALL of them, every single one that has at least 1 download.. because you can't deny player the PvE his mod, just because the PvP player might be a cheater
I think you make a totally fair point, others have suggested ZOS officially adopt add-ons and manage them through some sort of store. It does put a lot of work at their feet given each would have to be vetted and updated, perhaps add-on creators could actually be paid to maintain them on said store. There is cheating in PVE as well, one of the video's I saw recently was a guy flying around elden root bombing everyone below. You may have seen it too as it made its rounds on the forums.
kringled_1 wrote: »relentless_turnip wrote: »Daemons_Bane wrote: »So you seem to think that this causes a few issues in PvP.. That sounds plausible.. But I think that removing all add-ons from a game that is majorly PvE based, just for that, seems a little harsh.. And I know that you said that some can be kept by ZOS, but let's face it.. They would have to keep ALL of them, every single one that has at least 1 download.. because you can't deny player the PvE his mod, just because the PvP player might be a cheater
I think you make a totally fair point, others have suggested ZOS officially adopt add-ons and manage them through some sort of store. It does put a lot of work at their feet given each would have to be vetted and updated, perhaps add-on creators could actually be paid to maintain them on said store. There is cheating in PVE as well, one of the video's I saw recently was a guy flying around elden root bombing everyone below. You may have seen it too as it made its rounds on the forums.
You still don't seem to get it.
Addons in ESO are not at all equivalent to Skyrim mods. Addons are officially supported by ZOS because they manage and control the API. If that goes away, all add-ons stop working. They already vet what add-ons are allowed to do through this process.
External third-party software that provides cheat functionality does not work through the add-on API to achieve those cheating results. Any removal of add-ons is unlikely to have an impact on those. It's not possible to lock down PCs the way consoles are locked down to prevent people from installing other pieces of software.
kringled_1 wrote: »relentless_turnip wrote: »Daemons_Bane wrote: »So you seem to think that this causes a few issues in PvP.. That sounds plausible.. But I think that removing all add-ons from a game that is majorly PvE based, just for that, seems a little harsh.. And I know that you said that some can be kept by ZOS, but let's face it.. They would have to keep ALL of them, every single one that has at least 1 download.. because you can't deny player the PvE his mod, just because the PvP player might be a cheater
I think you make a totally fair point, others have suggested ZOS officially adopt add-ons and manage them through some sort of store. It does put a lot of work at their feet given each would have to be vetted and updated, perhaps add-on creators could actually be paid to maintain them on said store. There is cheating in PVE as well, one of the video's I saw recently was a guy flying around elden root bombing everyone below. You may have seen it too as it made its rounds on the forums.
You still don't seem to get it.
Addons in ESO are not at all equivalent to Skyrim mods. Addons are officially supported by ZOS because they manage and control the API. If that goes away, all add-ons stop working. They already vet what add-ons are allowed to do through this process.
External third-party software that provides cheat functionality does not work through the add-on API to achieve those cheating results. Any removal of add-ons is unlikely to have an impact on those. It's not possible to lock down PCs the way consoles are locked down to prevent people from installing other pieces of software.
relentless_turnip wrote: »kringled_1 wrote: »relentless_turnip wrote: »Daemons_Bane wrote: »So you seem to think that this causes a few issues in PvP.. That sounds plausible.. But I think that removing all add-ons from a game that is majorly PvE based, just for that, seems a little harsh.. And I know that you said that some can be kept by ZOS, but let's face it.. They would have to keep ALL of them, every single one that has at least 1 download.. because you can't deny player the PvE his mod, just because the PvP player might be a cheater
I think you make a totally fair point, others have suggested ZOS officially adopt add-ons and manage them through some sort of store. It does put a lot of work at their feet given each would have to be vetted and updated, perhaps add-on creators could actually be paid to maintain them on said store. There is cheating in PVE as well, one of the video's I saw recently was a guy flying around elden root bombing everyone below. You may have seen it too as it made its rounds on the forums.
You still don't seem to get it.
Addons in ESO are not at all equivalent to Skyrim mods. Addons are officially supported by ZOS because they manage and control the API. If that goes away, all add-ons stop working. They already vet what add-ons are allowed to do through this process.
External third-party software that provides cheat functionality does not work through the add-on API to achieve those cheating results. Any removal of add-ons is unlikely to have an impact on those. It's not possible to lock down PCs the way consoles are locked down to prevent people from installing other pieces of software.
By allowing access even limited access to anything on the client it blurs line between what should be there and what shouldn't. Making it harder to police it, it would be a lot simpler to say nothing but what ZOS implements can be on the client. I understand how add-ons are currently controlled and there functionality is limited to what they allow. I am saying it makes much harder to identify third party input that should not be there.
I am not saying removing add-ons will remove cheating, I am saying a no tolerance approach to third party input would make it easier. My reference to skyrim mods was a reference to other suggestions people have made, where zos personally adds them to the game and removes any ambiguity of its source.
Mancombe_Nosehair wrote: »People here seem unable to differentiate between players using add-ons and hackers.
As for the addon conveniently representing information, yes, in PVE, that can be argued, and why IMO they are perfectly fine. In PVP however, it results in people running away, with their back turned, perfectly dodge rolling your attacks like they have eyes in the back of their heads.
For this you have to colect the addons and have a look on what data they are processing. Then make a suggestion to ZOS that this data is no longer available. Its as simple as that. Addons can only use Data provided via API and ZOS can limit what data can be got.
relentless_turnip wrote: »
[quote="You're wrong. It's very easy to police what goes through the API. That's the purpose of it, it provides explicitly what ZOS allow, and inputs have to conform to what the API expects. Cheat tooling that injects code can only be discovered on the server where the data indicates anomalies.
Removing addons and the API will have no affect on the type of cheats demonstrated recently in videos shared on youtube, because they don't use the API.
edit to add:
this is why I'm glad richo262 mentioned miat's, which is a prime example of ZOS policing the api and locking out exploitative functionality. Another example is the chat add-on that could be used to force disconnect people (I forget the name, but am aware it was actually a bad function not the add-on itself) ; they can control that with minimal effort, an injected payload can't be fixed as easily and requires server side intervention.
I appreciate your input, but I have stated many times I don't think people are cheating via add-ons. Maybe I haven't made that clear, apologies if that is the case.
The issue I am raising is with any third party input it makes detection of unwanted software more of a task, because there are too many files not created by ZOS. I am not talking about someone manipulating the game via API. The fact is I can create an add-on right now call it anything I like and nothing would stop me(within the spectrum of API). I could just as easily make a file and drop it into the eso directory and it wouldn't be identified as anything to be concerned about.
Wouldn't it be more than possible for ZOS to create a file scan upon the game being launched that scans for any additional files outside of those known and stops the game if any are found. I might be wrong about this and perhaps a bit ignorant, but wouldn't this stop any unwanted third party software?
relentless_turnip wrote: »I appreciate your input, but I have stated many times I don't think people are cheating via add-ons. Maybe I haven't made that clear, apologies if that is the case.
The issue I am raising is with any third party input it makes detection of unwanted software more of a task, because there are too many files not created by ZOS. I am not talking about someone manipulating the game via API. The fact is I can create an add-on right now call it anything I like and nothing would stop me(within the spectrum of API). I could just as easily make a file and drop it into the eso directory and it wouldn't be identified as anything to be concerned about.
Wouldn't it be more than possible for ZOS to create a file scan upon the game being launched that scans for any additional files outside of those known and stops the game if any are found. I might be wrong about this and perhaps a bit ignorant, but wouldn't this stop any unwanted third party software?
relentless_turnip wrote: »You're wrong. It's very easy to police what goes through the API. That's the purpose of it, it provides explicitly what ZOS allow, and inputs have to conform to what the API expects. Cheat tooling that injects code can only be discovered on the server where the data indicates anomalies.
Removing addons and the API will have no affect on the type of cheats demonstrated recently in videos shared on youtube, because they don't use the API.
edit to add:
this is why I'm glad richo262 mentioned miat's, which is a prime example of ZOS policing the api and locking out exploitative functionality. Another example is the chat add-on that could be used to force disconnect people (I forget the name, but am aware it was actually a bad function not the add-on itself) ; they can control that with minimal effort, an injected payload can't be fixed as easily and requires server side intervention.
I appreciate your input, but I have stated many times I don't think people are cheating via add-ons. Maybe I haven't made that clear, apologies if that is the case.
The issue I am raising is with any third party input it makes detection of unwanted software more of a task, because there are too many files not created by ZOS. I am not talking about someone manipulating the game via API. The fact is I can create an add-on right now call it anything I like and nothing would stop me(within the spectrum of API). I could just as easily make a file and drop it into the eso directory and it wouldn't be identified as anything to be concerned about.
Wouldn't it be more than possible for ZOS to create a file scan upon the game being launched that scans for any additional files outside of those known and stops the game if any are found. I might be wrong about this and perhaps a bit ignorant, but wouldn't this stop any unwanted third party software?
relentless_turnip wrote: »Cheating is happening and it can't detected because of free use of addons.
No its not. Addons dont wildly inject random code into the game. They use a defined API from ZOS to access and modify game resources. What can be accessed is defined by ZOS. You cant control what exactly they are doing with the data, but inside the game everything is very well controlable. So i repeat myself, read up how these things work because what you are discribing is code injection and thats not happening here.There are addons that allow for cheating. In PVE there are addons that warn you when to block/dodge etc. There are some that detect when another player is winding up a shot and gives the player forewarning to roll dodge.
Addons can only consume data provided via the Addon API and they show something to the player. This has nothing todo with cheating. ZOS allows this data to be read by addons and ZOS allows Addons to show things to the player. Whats happening there is intenionally, which means it is not cheating as ZOS explicitely allows it. If you like this or not is a different story, but it doesnt turn it into cheating.
EDIT:We realy need an edit button...
[Quoted post was removed]
do local oldprint = print -- Store current print function as oldprint function print(s) --[[ Redefine print function. The usual print function can still be used through oldprint. The new one has only one argument.]] oldprint(s == "foo" and "bar" or s) end endhttps://en.wikipedia.org/wiki/Lua_(programming_language)
I see what you're saying:
anything non-native makes it hard to tell what should or shouldn't be there.
What I'm saying is:
API only allows for things that should be there.
That's the nature of an API, it is under full control of the developer/provider. Cheats and hacks are outside of that. So where ZOS can 100% police code running off the API, they cannot do the same for cheat software and hacks dedicated to injecting and cheating, because those do not use the API. So, you're interpretation of the scenario is flawed in this instance, cheating is unaffected by the presence or an API or lack thereof. Incoming information on the server is prepared by the client, anything which passes through the API is worked by it to the same rules as ZOS' own code, it does not blur any lines as it lives entirely within the lines that ZOS have drawn, cheat software doesn't.
Edit: fixed the damned broken quotes that have breaking the flow of conversation in every subsequent quote.
relentless_turnip wrote: »Thanks for the clarification, I understand what you and others have said.
How does "cheat engine" (for example) interact with the client? I understand that add-ons work within the parameters set by the developer, but how do they police foreign files within the directory? regardless of their purpose.
Forgive my naivety, but they have no way to distinguish the library for harvest map from a picture of bunny I made MS paint right? or am I wrong
In video demonstrations of cheat software they seem to have an interface in game that allows them to change game parameters, move player position etc...
relentless_turnip wrote: »Forgive my naivety, but they have no way to distinguish the library for harvest map from a picture of bunny I made MS paint right? or am I wrong
In video demonstrations of cheat software they seem to have an interface in game that allows them to change game parameters, move player position etc...
relentless_turnip wrote: »In video demonstrations of cheat software they seem to have an interface in game that allows them to change game parameters, move player position etc...
I do not use add-ons, and don't mind others using QoL add-ons. But add-ons which give players advantages over other players should be disabled. Add-ons which tell you locations for items, like treasure chests for example. Or add-ons which give combat advantages. Those should all be disabled in my opinion.
Add-ons which tell you locations for items, like treasure chests for example.