Game Engine CHEAT

cpuScientist
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So when is something going to be done about this, people are cheating using a cheat engine and getting high Maelstrom scores basically farming it and running around PvP making it unplayable.

What is going to be done to fix this, and what will happen to the Maelstrom weapons and sets the players get. It's not fair at all to be able to keep those and just go on like normal. This is outrageous.

If cheating like this can go on and ride unpunished. Then this game is going to die FAST.
  • Rohamad_Ali
    Rohamad_Ali
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    Valid question .
  • HuawaSepp
    HuawaSepp
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    Very true but how can ZOS "detect" the cheaters if the hack is client side.
    I mean yeah the scores etc. but this is the next epic fail that happen imo
    PTS-EU
  • redspecter23
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    Very good question. If ZoS can let us know the punishments now, we can decide if we want to cheat and pay the price. A 3 day vacation is a small price to pay to blitz through MSA on easy mode. However, if they decide to hand out perma bans, that would be a bit more of a deterrent.
  • SirAndy
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    ZOS won't listen. I was part of the 24/7 beta group and we warned ZOS repeatedly about the possibility of client side hacks since they're using a "trusted" client implementation. That was as far back as 6 months before PC launch.

    They would have to completely re-write their client/server interaction to fix this ...
    dry.gif
  • ManwithBeard9
    ManwithBeard9
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    Good, shut the game down for a week and fix it before they lose even the PvE'ers.
  • Tonnopesce
    Tonnopesce
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    But i have another question.
    Why a third part program like the cheat engine exist?
    Why the companies dont shot down this crap?
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  • khele23eb17_ESO
    khele23eb17_ESO
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    SirAndy wrote: »
    ZOS won't listen. I was part of the 24/7 beta group and we warned ZOS repeatedly about the possibility of client side hacks since they're using a "trusted" client implementation. That was as far back as 6 months before PC launch.

    They would have to completely re-write their client/server interaction to fix this ...
    dry.gif

    Im pretty sure some of those issues were addressed in the patch that broke cyrodil. A lot of the client side operations were moved server side, making cyrodil what it is today.
    P2P offered you 'hell yeah!' moments. F2P offers you 'thank god its over' moments.
  • milkbox
    milkbox
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    Very good question. If ZoS can let us know the punishments now, we can decide if we want to cheat and pay the price. A 3 day vacation is a small price to pay to blitz through MSA on easy mode. However, if they decide to hand out perma bans, that would be a bit more of a deterrent.

    How about the cost being legitimate players being forced off the leaderboards? Or players leaving the game? I hate to think that the community's reaction will be to join the cheaters because they have no fear of punishment. Not wanting to be dishonorable should be deterrent enough.
  • Lysette
    Lysette
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    SirAndy wrote: »
    ZOS won't listen. I was part of the 24/7 beta group and we warned ZOS repeatedly about the possibility of client side hacks since they're using a "trusted" client implementation. That was as far back as 6 months before PC launch.

    They would have to completely re-write their client/server interaction to fix this ...
    dry.gif

    Im pretty sure some of those issues were addressed in the patch that broke cyrodil. A lot of the client side operations were moved server side, making cyrodil what it is today.

    Yes, and it was a pretty naive decision in the first place, to trust client-side software - it is one of the basic client-server architecture rules to never trust the client software - NEVER - how much more precise has this to be said?- Korean MMOs do such kind of hacks, but Korean laws are different and a ban to an account there cannot be circumvented, because it is bound to the ID of a person there, but not so outside of Korea - that is why Korean MMOs break this rule, but others shouldn't.
    Edited by Lysette on May 29, 2016 6:10PM
  • SirAndy
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    Im pretty sure some of those issues were addressed in the patch that broke cyrodil. A lot of the client side operations were moved server side, making cyrodil what it is today.
    Yes, some was addressed with that infamous patch but to this day, there's still A LOT that is done client side.
    Without changing the underlying architecture, it's impossible to prevent abuse.

    What people need to understand is that on the PC, you can write an app that can read and write *any* running process's memory. Memory is NOT protected!

    And it's not hard to do either, the code required for such an app is pretty simple. Once you find the right data offsets while the game is running, you can change them at will in realtime.
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    [Deleted User]
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