cheaters

A little googling leads to this. FD, please step your game up.

Disgusting - took me 5 seconds to google, find the website that hosts the hacks (there are more than one). They have COMPLETE control over the game. They even have a setting that resets your shields to well over max (10,000 rating) each time you get shot - and zeros every enemy ship's shield to 0 and prevents them from recharging..... unlmited money - no way to kill them - and if you do, they have a script that reinstated their ship to before it was lost and no money lost/rebuy costs (LogOffSky)..... COME ON! !!!

I'm highlighting this in hopes the Dev. will do the same search and see the are the ED database with an XML parcer and something needs to be done. The hackers are LAUGHING at how easy this game is to defeat.
 
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I think it's: multiply enemy received damage by x100

That's why cheaters can get millions of voucher in CZ easily by 1-shot kill NPCs. Pew pew pew... new spawns... pew pew pew.

Okay that makes sense xD

It is very disturbing what the hackers can do in Elite, i mean i know hackers from other games but they get banned in second or after a week but what google is saying is that those hacks are possible since alpha.
 
Confirmed that these guys admit they have 'god mode' and are farming turret kills still at CZs..... Quote from a hacking ED website:

Quote:
Originally Posted by Eleckk Website Filtered: Cheating/Hacking/forum/ambience/buttons/viewpost.gif
But isn't it dangerous to do the afk turret ? I mean if you choose a faction you will be target by more than one ship, so the chance to die might be high no ?

Considering that Lua script provides, essentially, the God mode plus automatic Logoffski in case you still manage to die, your chances to die are fairly small Website Filtered: Cheating/Hacking/forum/images/smilies/smile.gif People still manage to run out of fuel, so keep an eye on it.

Yup - they are referring to GOD mode...... no more Open for me.
 
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just want to say Counter-Strike: Global Offensive is back to one of the top sellers in Steam (a 3 years old game.) Guess why? They recently did 6 ban waves under a month. Cheaters had to re-buy the game. Some lost inventories worth thousand of dollars. No matter what stuffs that are on client-side or server-side, people will still find a way to get ahead of others. FD at least should take effort to detect those cheaters and ban them from open-play and exclude their influence from community goals, or even exploring in case they use unlimited jump hack.
 
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Honestly, I'm glad to see the responses here, hopefully it will raise awareness.

However, it should be noted that FDEV has, in the past, accused and punished players who were NOT cheating.

Despite their best intentions, they falsely accused and punished many commanders who were doing nothing wrong.

Jan 5, 2015
...
The “Founders World” exploit should now be fixed. Tomorrow, we will be going through each and every commander who has used this exploit (and others) to their advantage and be taking actions against their account. We can spot the difference between someone who “accidently” used the exploit and people who were intentionally gaming the system. It’s always worth noting that taking advantage of exploits or simply “cheating” will get you repercussions to varying degrees. We will contact you if you are affected by this. Please play nicely, everyone!
...

They claimed they emailed everyone, they didn't. They claimed they emailed apologies to everyone incorrectly accused, afterwards, but they didn't. They claimed they retro-actively fixed all the incorrectly removed funds, but they didn't roll back the reset to Combat, Exploration, and Trading "XP" (which is what determines rank) leaving the problem bugged until this posting time/date, right now. That's 5 months, for those counting at home.

In other words, given their demonstrated ineptitude in dealing with cheaters in December/January, it's far more likely they'll screw it up than do it right. :(
 
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Disgusting - took me 5 seconds to google, find the website that hosts the hacks (there are more than one). They have COMPLETE control over the game. They even have a setting that resets your shields to well over max (10,000 rating) each time you get shot - and zeros every enemy ship's shield to 0 and prevents them from recharging..... unlmited money - no way to kill them - and if you do, they have a script that reinstated their ship to before it was lost and no money lost/rebuy costs (LogOffSky)..... COME ON! !!!

I'm highlighting this in hopes the Dev. will do the same search and see the are the ED database with an XML parcer and something needs to be done. The hackers are LAUGHING at how easy this game is to defeat.

This is so depressing and such a shame. These people are scum and should be perma banned but it seems they aren't? (If they were banned for this, I'm sure you'd see threads on here or the steam forums moaning about it, but nothing)

Frontier please do something about this before it kills your game, it's already putting off new buyers.
 
But why?

It makes the game totally pointless.. Why even bother?

If this game was truly single player I would be cheating like crazy. There are a few design decisions that I really dislike, so I would be using cheats to change or bypass parts of the game I consider too boring. The same way, when I play the recent Batman games, I pretend the game doesn't have a life bar (as in, taking a single hit is a death).

I get cheats that can make single player games fun, modify stuff and such, but multiplayer games? I don't get it, what is the point of playing the game at all other then the whole showoff thing, and even then how is it showing off when you cheated???

AFAIK, one of the greatest motivations for cheating in multiplayer is to just irritate people. Or, in other words, common griefing.

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in a nutshell, it does change variable content within the computer RAM while the process who created them (here, this is the game) is running

Not quite. The ED cheats are more complex and involve using the processor's hardware debugging functions to change the code as it's being executed.

I have no idea why FDEV don't store a salted hash of key values in memory which they can then periodically check against actual values.

The value changes without a (correct) salted hash being set, then boom, flag the account as a potential cheat, return appropriate memory log data to FDEV for validation and potential action.

Job done.

-- Pete.

As Frontier certainly knows, and those that do have some technical knowledge and that are looking for cheats too, the current brand of cheats bypass that by hijacking the functions that change those values in memory. The game says, for example, that shields should be decreased, the function that would write that to memory is hijacked and the shield damage reduced before it's even written to memory.

BTW, key values are currently encrypted in memory. Creating cheats for ED is far more complex than merely scanning and changing the memory.
 
Confirmed that these guys admit they have 'god mode' and are farming turret kills still at CZs..... Quote from a hacking ED website:



Yup - they are referring to GOD mode...... no more Open for me.

not condoning cheating but why no more open? have they a cheat to be in all systems at the same time?

move on leave them to play their own game and get bored - To me elite is not the destination its the journey - their journey looks pretty rubbish to me
 
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As I said, handling basic memory modification is a "simple" fix, there's also a "simple" fix for combat logging, as I posted on that other discussion quite some time ago.

It would be good to automate a warning to players who combat log.

If the game is terminated whilst being interdicted, shortly after being interdicted, or whilst in combat, then the next time the player logs in, there should be a notification that the game detected a disconnection whilst the player was in danger, and that such actions are logged and automatically notified to FDEV. If there are multiple cases of this activity, then there may be action taken against the player's account.

Easy, the players who do this would be warned, and I would hope that most of them would take heed of the warning.
(To clarify, by "game", I meant the game client should detect and report on this)

Really, these issus aren't rocket science to fix at a fairly basic level. Of course more advanced cheating is another issue, but the basic cheating can be fixed with basic measures.

-- Pete.
 
Just a thought, but with combat being handled P2P, 'it takes two to tango'. Which means as long as one person involved /isn't/ cheating, the clients can compare notes, and if damage received/dealt is outside a valid range, /it knows there's shenanigans going on/ and can mitigate. Probably by setting all damage to zero for parties involved, or by separating the players to different instances or something.
 
One of the reasons multiplayer gaming is a waste of time for me. GTA 5 has is the same. I'm just glad I have never been into multiplayer.
 
If this game was truly single player I would be cheating like crazy. There are a few design decisions that I really dislike, so I would be using cheats to change or bypass parts of the game I consider too boring. The same way, when I play the recent Batman games, I pretend the game doesn't have a life bar (as in, taking a single hit is a death).

AFAIK, one of the greatest motivations for cheating in multiplayer is to just irritate people. Or, in other words, common griefing.

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Not quite. The ED cheats are more complex and involve using the processor's hardware debugging functions to change the code as it's being executed.



As Frontier certainly knows, and those that do have some technical knowledge and that are looking for cheats too, the current brand of cheats bypass that by hijacking the functions that change those values in memory. The game says, for example, that shields should be decreased, the function that would write that to memory is hijacked and the shield damage reduced before it's even written to memory.

BTW, key values are currently encrypted in memory. Creating cheats for ED is far more complex than merely scanning and changing the memory.

Afraid not. cheating in this game is trivial. Honestly.
No injections done in xxx is neccessary, no active disguised xx ixs required. It IS trivial. Even I can figure it out, and i'am selfconfessed IT stupid.
Unfortunately.( not that I am it stupid, but game is easy hacking)

Cheers Cmdr's
 
I was surprised when I first learned it was as easy as using Cheat Engine, but after learning more about the game's architecture it's less of a shock. Anti-cheat measures are difficult with P2P clients. One possible measure would be to have multiple clients check if the damage one client is taking seems reasonable based on whatever mathematic formula, since it should be possible to objectively determine if someone should have a certain amount of hull/shield integrity and is still above that somehow.

e.g. clients 1, 2, 3 and 4 confirm that client 5 took 10 hits from a multicannon and should therefore be down to 90% hull integrity, but he's still at 100%. This guy jumped 170 lightyears, but we know for a fact the highest jump range possible for his hull is 35. This guy had no shields and no charge 2 seconds ago but now he has 10,000% shields, his shields shouldn't have even started regenerating yet and we know that he couldn't have more than 180% with shield boosters. These kinds of cheats can be objectively confirmed by math and either flagged for investigation or autobanned after 2-3 confirmed offenses.
 
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I was surprised when I first learned it was as easy as using Cheat Engine, but after learning more about the game's architecture it's less of a shock. Anti-cheat measures are difficult with P2P clients. One possible measure would be to have multiple clients check if the damage one client is taking seems reasonable based on whatever mathematic formula, since it should be possible to objectively determine if someone should have a certain amount of hull/shield integrity and is still above that somehow.

e.g. clients 1, 2, 3 and 4 confirm that client 5 took 10 hits from a multicannon and should therefore be down to 90% hull integrity, but he's still at 100%. This guy jumped 170 lightyears, but we know for a fact the highest jump range possible for his hull is 35. This guy had no shields and no charge 2 seconds ago but now he has 10,000% shields, his shields shouldn't have even started regenerating yet and we know that he couldn't have more than 180% with shield boosters. These kinds of cheats can be objectively confirmed by math and either flagged for investigation or autobanned after 2-3 confirmed offenses.
But this only works for Open and not for solo or grp play.

but i like the idea.
 
e.g. clients 1, 2, 3 and 4 confirm that client 5 took 10 hits from a multicannon and should therefore be down to 90% hull integrity, but he's still at 100%. This guy jumped 170 lightyears, but we know for a fact the highest jump range possible for his hull is 35. This guy had no shields and no charge 2 seconds ago but now he has 10,000% shields, his shields shouldn't have even started regenerating yet and we know that he couldn't have more than 180% with shield boosters. These kinds of cheats can be objectively confirmed by math and either flagged for investigation or autobanned after 2-3 confirmed offenses.
That works in theory. In practice it would produce exponential data traffic increase because you have to send all your combat geometry to all peers for review. Considering that the game instance size is already limited by bandwidth and CPU of your PC, it might be not that feasible.

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(To clarify, by "game", I meant the game client should detect and report on this)
The rule of thumb here is that you cannot trust anything reported by the client you have no control of.
 
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