Dren_Utogi wrote: »
I get called a cheater or exploiter almost every single time I PVP. Very often the people making those accusations are the same people pressing one or two abilities every 10 seconds, holding block indefinitely while contributing nothing to a fight, or flat out completely avoiding fights in favor of simply sieging or following their faction to the next keep.
The "infinite sustain" comment is one I see often - when the reality is that it is essentially the easiest it has ever been to sustain at this point in time.
The other one I see is "you hit me with 10 abilities in one second, you're macroing/hacking!". I did actually get one of these players to explain to me what those 10 "abilities" were by showing me his CMX. Turned out those were 2 damage instances from a DW heavy, 2 damage instances from rending slashes, hemorrhaging, absorb stam glyph, sundered status proc, poison glyph, poisoned status proc, and a bash.
Combat has a lot of depth to it, and often uneducated or inexperienced players confuse mechanical skill with exploits or "cheats". These are the people that come to mind whenever I see a post like this.
I won't say the name of the player but when he play with his sorc every crystal frag are instant. You can see him playing or ... in your death recap 3x4 instant frag with curse and mage wrath. I don't know about you guy's, but when I play with my sorc not every cast of Crystal are instant
SeaGtGruff wrote: »I won't say the name of the player but when he play with his sorc every crystal frag are instant. You can see him playing or ... in your death recap 3x4 instant frag with curse and mage wrath. I don't know about you guy's, but when I play with my sorc not every cast of Crystal are instant
I don't even have Crystal Fragments on my Sorc anymore, because back when we all had to do a forced respec after our characters got their Attribute Points, Skill Points, and Champion Points cleared and we needed to redistribute them all over again, I decided to go with the Stamina morph (Crystal Weapon), which turned out to be a lousy choice. I could always respec to change it back to Crystal Fragments-- and one day I'm sure I will-- but for the time being I don't feel a burning need to (read: I'm too lazy).
I get called a cheater or exploiter almost every single time I PVP. Very often the people making those accusations are the same people pressing one or two abilities every 10 seconds, holding block indefinitely while contributing nothing to a fight, or flat out completely avoiding fights in favor of simply sieging or following their faction to the next keep.
The "infinite sustain" comment is one I see often - when the reality is that it is essentially the easiest it has ever been to sustain at this point in time.
The other one I see is "you hit me with 10 abilities in one second, you're macroing/hacking!". I did actually get one of these players to explain to me what those 10 "abilities" were by showing me his CMX. Turned out those were 2 damage instances from a DW heavy, 2 damage instances from rending slashes, hemorrhaging, absorb stam glyph, sundered status proc, poison glyph, poisoned status proc, and a bash.
Combat has a lot of depth to it, and often uneducated or inexperienced players confuse mechanical skill with exploits or "cheats". These are the people that come to mind whenever I see a post like this.
A lot of the misunderstanding can be contributed to one simple fact: That it takes a finite amount of time for information to travel in the universe.
Most people look at their ping as an indication of how fast their connection to the server is but this is such a simplified measurement that it can be hardly used for anything other than a general sense of measurement on average. It simply is telling them the time it takes to hit the surface-level servers and bounce back. But in reality they can easily be one to two FULL SECONDS behind any given player in many circumstances.
The reality is that inputs are loosely verified on the client and then sent from the client to the server. That takes a finite amount of time and can involve all kinds of hardware and software along the way. When they reach the server they'll very likely get pushed through a software layer that redistributes and load balances which involves several more software stops and queues as well as an internal network before being sent to the actual hardware that will process them. They'll likely be queue up again, reorganized based on timestamps, and finally processed (the part where the actual 'game' happens so to speak). The results will be validated, corrected if needed (this can involve a whole lot of additional work and potential back-and-forth with clients), filter for relevant PoVs, and finally queued for re-distribution back to the clients that need to see the results. Then its back to the local network before being sent across the internet where zos no longer has any control and the data is at the mercy once again of the rest of the world. By the time this information actually reaches anyone it will obviously be out of date compared to what it was on the server and certainly a different view of what the originator of input would be seeing by an even greater time factor.
The long story made short is that there is no such thing as a "shared world" in online games. Everyone has their own private view of the world and very small bits of data occasionally try to sync up to some known point in the past. By its very nature this means most people will be seeing a skewed view that can't possible match what anyone else sees exactly. This is also where most of the edge cases lie in the logic which can potentially cause large-scale desyncing issues or even potential exploits.
To my knowledge the only portion that is still under enough control of the client to be exploited in most cases is positioning. This has to do with the nature of how ESO handles client-side prediction versus server-side authority. They obviously want to have as smooth of an experience as possible when players move around so this necessitates fudging the numbers sometimes. Potentially speed hacks and repositioning hacks are the most likely tools used by cheaters and if used sparingly and within certain parameters they wont be detected by the server since it by necessity must give some amount of leeway to account for all manner of issues that can occur even with legitimate clients when you introduce lag and client-side prediction of movement. There's really not much they can do about this unfortunately. But certainly the stuff you mentioned wouldn't fall into this category as it is very easy to validate that stuff every time on the server.
I won't say the name of the player but when he play with his sorc every crystal frag are instant. You can see him playing or ... in your death recap 3x4 instant frag with curse and mage wrath. I don't know about you guy's, but when I play with my sorc not every cast of Crystal are instant
SeaGtGruff wrote: »Rezzing yourself in Cyrodiil seems to depend on how you died. For instance, I know that if you die from fall damage then you can rez yourself, although I don't know if your location (such as inside a keep) can override that. I assume this is overridden if you've taken any recent PvP-related damage, but I don't know if taking damage from NPCs counts.
Going through keep walls seems to be a bug related to gap closers.
In short, I don't think those two things are necessarily evidence of using any cheat programs, but that's not to say that people might not be using exploits.
I only know about the self-rez after fall damage because I accidentally rode my mount off a tall ledge in the no-CP campaign while trying to ride from Chorrol to Vlastarus on a map where my faction didn't have squat, and the lack of the CP perk that reduces fall damage was surprisingly painful.
On the other hand, IIRC dying in the lava around Chorrol will send you back to a wayshrine at your faction's base, which makes sense given that self-rezzing in a lava fissure that you can't climb out of wouldn't be very nice.
I have gotten people banned for doing that, and it was an option in cheat engine when I reported it way back, and there is a difference obviously between falling to your death, and rezzing mid battle after you died to multiple players. As for the keeps, I am talking about players who were outside the keep, then logged out, and then somehow logged back in and were in there. I have also seen people run around behind the gates of the scroll area, and they picked up the scroll while gates were closed, ignoring the instant death mechanic. As for the walls, there were no players around to gap close to, they went up and over the walls with a button click.
It is well documented there is loads of cheating in this game.
SeaGtGruff wrote: »Rezzing yourself in Cyrodiil seems to depend on how you died. For instance, I know that if you die from fall damage then you can rez yourself, although I don't know if your location (such as inside a keep) can override that. I assume this is overridden if you've taken any recent PvP-related damage, but I don't know if taking damage from NPCs counts.
Going through keep walls seems to be a bug related to gap closers.
In short, I don't think those two things are necessarily evidence of using any cheat programs, but that's not to say that people might not be using exploits.
I only know about the self-rez after fall damage because I accidentally rode my mount off a tall ledge in the no-CP campaign while trying to ride from Chorrol to Vlastarus on a map where my faction didn't have squat, and the lack of the CP perk that reduces fall damage was surprisingly painful.
On the other hand, IIRC dying in the lava around Chorrol will send you back to a wayshrine at your faction's base, which makes sense given that self-rezzing in a lava fissure that you can't climb out of wouldn't be very nice.
I have gotten people banned for doing that, and it was an option in cheat engine when I reported it way back, and there is a difference obviously between falling to your death, and rezzing mid battle after you died to multiple players. As for the keeps, I am talking about players who were outside the keep, then logged out, and then somehow logged back in and were in there. I have also seen people run around behind the gates of the scroll area, and they picked up the scroll while gates were closed, ignoring the instant death mechanic. As for the walls, there were no players around to gap close to, they went up and over the walls with a button click.
It is well documented there is loads of cheating in this game.
You can res people through walls
FantasticFreddie wrote: »I get called a cheater or exploiter almost every single time I PVP. Very often the people making those accusations are the same people pressing one or two abilities every 10 seconds, holding block indefinitely while contributing nothing to a fight, or flat out completely avoiding fights in favor of simply sieging or following their faction to the next keep.
The "infinite sustain" comment is one I see often - when the reality is that it is essentially the easiest it has ever been to sustain at this point in time.
The other one I see is "you hit me with 10 abilities in one second, you're macroing/hacking!". I did actually get one of these players to explain to me what those 10 "abilities" were by showing me his CMX. Turned out those were 2 damage instances from a DW heavy, 2 damage instances from rending slashes, hemorrhaging, absorb stam glyph, sundered status proc, poison glyph, poisoned status proc, and a bash.
Combat has a lot of depth to it, and often uneducated or inexperienced players confuse mechanical skill with exploits or "cheats". These are the people that come to mind whenever I see a post like this.
A lot of the misunderstanding can be contributed to one simple fact: That it takes a finite amount of time for information to travel in the universe.
Most people look at their ping as an indication of how fast their connection to the server is but this is such a simplified measurement that it can be hardly used for anything other than a general sense of measurement on average. It simply is telling them the time it takes to hit the surface-level servers and bounce back. But in reality they can easily be one to two FULL SECONDS behind any given player in many circumstances.
The reality is that inputs are loosely verified on the client and then sent from the client to the server. That takes a finite amount of time and can involve all kinds of hardware and software along the way. When they reach the server they'll very likely get pushed through a software layer that redistributes and load balances which involves several more software stops and queues as well as an internal network before being sent to the actual hardware that will process them. They'll likely be queue up again, reorganized based on timestamps, and finally processed (the part where the actual 'game' happens so to speak). The results will be validated, corrected if needed (this can involve a whole lot of additional work and potential back-and-forth with clients), filter for relevant PoVs, and finally queued for re-distribution back to the clients that need to see the results. Then its back to the local network before being sent across the internet where zos no longer has any control and the data is at the mercy once again of the rest of the world. By the time this information actually reaches anyone it will obviously be out of date compared to what it was on the server and certainly a different view of what the originator of input would be seeing by an even greater time factor.
The long story made short is that there is no such thing as a "shared world" in online games. Everyone has their own private view of the world and very small bits of data occasionally try to sync up to some known point in the past. By its very nature this means most people will be seeing a skewed view that can't possible match what anyone else sees exactly. This is also where most of the edge cases lie in the logic which can potentially cause large-scale desyncing issues or even potential exploits.
To my knowledge the only portion that is still under enough control of the client to be exploited in most cases is positioning. This has to do with the nature of how ESO handles client-side prediction versus server-side authority. They obviously want to have as smooth of an experience as possible when players move around so this necessitates fudging the numbers sometimes. Potentially speed hacks and repositioning hacks are the most likely tools used by cheaters and if used sparingly and within certain parameters they wont be detected by the server since it by necessity must give some amount of leeway to account for all manner of issues that can occur even with legitimate clients when you introduce lag and client-side prediction of movement. There's really not much they can do about this unfortunately. But certainly the stuff you mentioned wouldn't fall into this category as it is very easy to validate that stuff every time on the server.
I've gotten reported for cheating for a number of things, including but not limited to:
"Impossible" rezzes (literally just a friend hiding behind something)
Riding next to an enemy keep and getting teleported to the top of the wall (not a clue how)
"Speed hacking" (???? What does this even mean.)
Floating serenely to the other side of a broken bridge (lag?? A slow motion chain? Idk but it saved me from a watery grave)
Yes, cheating exist, and it shouldn't.
But I would bet money that 9 out of every 10 cases of reported cheating is either a better player, a weird glitch, or lag.
I won't say the name of the player but when he play with his sorc every crystal frag are instant. You can see him playing or ... in your death recap 3x4 instant frag with curse and mage wrath. I don't know about you guy's, but when I play with my sorc not every cast of Crystal are instant
FantasticFreddie wrote: »I get called a cheater or exploiter almost every single time I PVP. Very often the people making those accusations are the same people pressing one or two abilities every 10 seconds, holding block indefinitely while contributing nothing to a fight, or flat out completely avoiding fights in favor of simply sieging or following their faction to the next keep.
The "infinite sustain" comment is one I see often - when the reality is that it is essentially the easiest it has ever been to sustain at this point in time.
The other one I see is "you hit me with 10 abilities in one second, you're macroing/hacking!". I did actually get one of these players to explain to me what those 10 "abilities" were by showing me his CMX. Turned out those were 2 damage instances from a DW heavy, 2 damage instances from rending slashes, hemorrhaging, absorb stam glyph, sundered status proc, poison glyph, poisoned status proc, and a bash.
Combat has a lot of depth to it, and often uneducated or inexperienced players confuse mechanical skill with exploits or "cheats". These are the people that come to mind whenever I see a post like this.
A lot of the misunderstanding can be contributed to one simple fact: That it takes a finite amount of time for information to travel in the universe.
Most people look at their ping as an indication of how fast their connection to the server is but this is such a simplified measurement that it can be hardly used for anything other than a general sense of measurement on average. It simply is telling them the time it takes to hit the surface-level servers and bounce back. But in reality they can easily be one to two FULL SECONDS behind any given player in many circumstances.
The reality is that inputs are loosely verified on the client and then sent from the client to the server. That takes a finite amount of time and can involve all kinds of hardware and software along the way. When they reach the server they'll very likely get pushed through a software layer that redistributes and load balances which involves several more software stops and queues as well as an internal network before being sent to the actual hardware that will process them. They'll likely be queue up again, reorganized based on timestamps, and finally processed (the part where the actual 'game' happens so to speak). The results will be validated, corrected if needed (this can involve a whole lot of additional work and potential back-and-forth with clients), filter for relevant PoVs, and finally queued for re-distribution back to the clients that need to see the results. Then its back to the local network before being sent across the internet where zos no longer has any control and the data is at the mercy once again of the rest of the world. By the time this information actually reaches anyone it will obviously be out of date compared to what it was on the server and certainly a different view of what the originator of input would be seeing by an even greater time factor.
The long story made short is that there is no such thing as a "shared world" in online games. Everyone has their own private view of the world and very small bits of data occasionally try to sync up to some known point in the past. By its very nature this means most people will be seeing a skewed view that can't possible match what anyone else sees exactly. This is also where most of the edge cases lie in the logic which can potentially cause large-scale desyncing issues or even potential exploits.
To my knowledge the only portion that is still under enough control of the client to be exploited in most cases is positioning. This has to do with the nature of how ESO handles client-side prediction versus server-side authority. They obviously want to have as smooth of an experience as possible when players move around so this necessitates fudging the numbers sometimes. Potentially speed hacks and repositioning hacks are the most likely tools used by cheaters and if used sparingly and within certain parameters they wont be detected by the server since it by necessity must give some amount of leeway to account for all manner of issues that can occur even with legitimate clients when you introduce lag and client-side prediction of movement. There's really not much they can do about this unfortunately. But certainly the stuff you mentioned wouldn't fall into this category as it is very easy to validate that stuff every time on the server.
I've gotten reported for cheating for a number of things, including but not limited to:
"Impossible" rezzes (literally just a friend hiding behind something)
Riding next to an enemy keep and getting teleported to the top of the wall (not a clue how)
"Speed hacking" (???? What does this even mean.)
Floating serenely to the other side of a broken bridge (lag?? A slow motion chain? Idk but it saved me from a watery grave)
Yes, cheating exist, and it shouldn't.
But I would bet money that 9 out of every 10 cases of reported cheating is either a better player, a weird glitch, or lag.
Ah yes, you just magically floated over areas you cant port over and through walls, ok. So those people purposefully doing it to troll people, it was all an accident, ok.
Without a dedicated cheat detector this can easily be circumvented by someone who really wants to. I have seen people rez themselves lately, Spawn inside enemy keeps without it being UA prior, and I have seen players once again go through walls.
Most of the calcs are server based now.
There are also a variety of automatic cheat detections in operation, one of which blew up spectacularly in the past and mistakenly banned a bunch of traders as gold sellers.
There's also a bunch of glitches and edge cases in game - for example if <50th lvl and you gain a level at the same time as killed (pvp), you will auto-revive on the spot with full resources.
If you really are sure you see someone cheating - and I mean really sure and not just ticked off because your ping failed or you got outplayed - then report it.
Anything else is overkill.
MetallicMonk wrote: »Personally any time I've been killed by another player it was definitely not legit.
Most of the calcs are server based now.
There are also a variety of automatic cheat detections in operation, one of which blew up spectacularly in the past and mistakenly banned a bunch of traders as gold sellers.
There's also a bunch of glitches and edge cases in game - for example if <50th lvl and you gain a level at the same time as killed (pvp), you will auto-revive on the spot with full resources.
If you really are sure you see someone cheating - and I mean really sure and not just ticked off because your ping failed or you got outplayed - then report it.
Anything else is overkill.
The rez when reaching a level has been around for very long time. I thought it was iworking as intended lol. After all, you can't level if yur dead.
You cant rez someone at the top of a tower inside the keep while no one is there. I Was standing on top of them, so dont try to justify this. They even whispered me after to laugh at me proving they could do it. So seriously, do not treat me like some person that doesnt understand the game. Its insulting.
SeaGtGruff wrote: »Rezzing yourself in Cyrodiil seems to depend on how you died. For instance, I know that if you die from fall damage then you can rez yourself, although I don't know if your location (such as inside a keep) can override that. I assume this is overridden if you've taken any recent PvP-related damage, but I don't know if taking damage from NPCs counts.
Going through keep walls seems to be a bug related to gap closers.
In short, I don't think those two things are necessarily evidence of using any cheat programs, but that's not to say that people might not be using exploits.
I only know about the self-rez after fall damage because I accidentally rode my mount off a tall ledge in the no-CP campaign while trying to ride from Chorrol to Vlastarus on a map where my faction didn't have squat, and the lack of the CP perk that reduces fall damage was surprisingly painful.
On the other hand, IIRC dying in the lava around Chorrol will send you back to a wayshrine at your faction's base, which makes sense given that self-rezzing in a lava fissure that you can't climb out of wouldn't be very nice.
I have gotten people banned for doing that, and it was an option in cheat engine when I reported it way back, and there is a difference obviously between falling to your death, and rezzing mid battle after you died to multiple players. As for the keeps, I am talking about players who were outside the keep, then logged out, and then somehow logged back in and were in there. I have also seen people run around behind the gates of the scroll area, and they picked up the scroll while gates were closed, ignoring the instant death mechanic. As for the walls, there were no players around to gap close to, they went up and over the walls with a button click.
It is well documented there is loads of cheating in this game.
You can res people through walls
You cant rez someone at the top of a tower inside the keep while no one is there. I Was standing on top of them, so dont try to justify this. They even whispered me after to laugh at me proving they could do it. So seriously, do not treat me like some person that doesnt understand the game. Its insulting.
Sometimes you can rez through walls, doors and from downstairs through the roof. Especially in keep towers. Additionally you can always rez through walls with the necro ult. And some people love to troll others. Whispering other players stupid stuff just to make them angry. So there is still a chance that someone just rezzed them through the roof.
But it doesn't mean that people are not cheating. I am pretty sure there is at least some cheating going on in every game.
SeaGtGruff wrote: »Rezzing yourself in Cyrodiil seems to depend on how you died. For instance, I know that if you die from fall damage then you can rez yourself, although I don't know if your location (such as inside a keep) can override that. I assume this is overridden if you've taken any recent PvP-related damage, but I don't know if taking damage from NPCs counts.
Going through keep walls seems to be a bug related to gap closers.
In short, I don't think those two things are necessarily evidence of using any cheat programs, but that's not to say that people might not be using exploits.
I only know about the self-rez after fall damage because I accidentally rode my mount off a tall ledge in the no-CP campaign while trying to ride from Chorrol to Vlastarus on a map where my faction didn't have squat, and the lack of the CP perk that reduces fall damage was surprisingly painful.
On the other hand, IIRC dying in the lava around Chorrol will send you back to a wayshrine at your faction's base, which makes sense given that self-rezzing in a lava fissure that you can't climb out of wouldn't be very nice.
I have gotten people banned for doing that, and it was an option in cheat engine when I reported it way back, and there is a difference obviously between falling to your death, and rezzing mid battle after you died to multiple players. As for the keeps, I am talking about players who were outside the keep, then logged out, and then somehow logged back in and were in there. I have also seen people run around behind the gates of the scroll area, while gates were closed, ignoring the instant death mechanic. As for the walls, there were no players around to gap close to, they went up and over the walls with a button click.
It is well documented there is loads of cheating in this game.
There is no instant death mechanic behind enemy gate. This is a myth. I've been behind the gate when it closed and was still alive to tell the tale. Now, where there is an instant death mechanic is in the base itself. I was at AD gate (on EP) and tried climbing the rocks to get into the base... got very close to a ledge and bam! Dead.
SeaGtGruff wrote: »Rezzing yourself in Cyrodiil seems to depend on how you died. For instance, I know that if you die from fall damage then you can rez yourself, although I don't know if your location (such as inside a keep) can override that. I assume this is overridden if you've taken any recent PvP-related damage, but I don't know if taking damage from NPCs counts.
Going through keep walls seems to be a bug related to gap closers.
In short, I don't think those two things are necessarily evidence of using any cheat programs, but that's not to say that people might not be using exploits.
I only know about the self-rez after fall damage because I accidentally rode my mount off a tall ledge in the no-CP campaign while trying to ride from Chorrol to Vlastarus on a map where my faction didn't have squat, and the lack of the CP perk that reduces fall damage was surprisingly painful.
On the other hand, IIRC dying in the lava around Chorrol will send you back to a wayshrine at your faction's base, which makes sense given that self-rezzing in a lava fissure that you can't climb out of wouldn't be very nice.
I have gotten people banned for doing that, and it was an option in cheat engine when I reported it way back, and there is a difference obviously between falling to your death, and rezzing mid battle after you died to multiple players. As for the keeps, I am talking about players who were outside the keep, then logged out, and then somehow logged back in and were in there. I have also seen people run around behind the gates of the scroll area, and they picked up the scroll while gates were closed, ignoring the instant death mechanic. As for the walls, there were no players around to gap close to, they went up and over the walls with a button click.
It is well documented there is loads of cheating in this game.
You can res people through walls
You cant rez someone at the top of a tower inside the keep while no one is there. I Was standing on top of them, so dont try to justify this. They even whispered me after to laugh at me proving they could do it. So seriously, do not treat me like some person that doesnt understand the game. Its insulting.
[...] do not treat me like some person that doesnt understand the game. Its insulting [...] Stop [...] I can tell the difference. Im not dumb. This game has documented issues with hacking and exploits, including cheat engine CONSTANTLY being updated for tis game in the past. There is a huge difference between someone being rezzed through the floor, and someone trolling people by dying, rezzing themselves, dying rezzing themselves, repeat, in the middle of a field, or keep, just because they know they wont be caught due to the horrid cheat detection.
As for the ress thing, I can often ress other players with my NB inside a keep filled with enemy players without getting detected, they can then wait around a minute to ress, which will look very suspicious but isn't something I'd call an exploit since they were ressed by another player.