Cheating in Elite Dangerous

Status
Thread Closed: Not open for further replies.
While I agree something more would be nice I would settle for hearing that the exploit discord was seeing bans. Deeds, not words.

(And banning to solo, where they can still break the BGS 🤦‍♀️ )
I'd prefer a total ban with account deletion, providing they can prove beyond reasonable doubt that they've got the right people. And I'd guess that's the tricky bit.
 
perma ban is the way to go ,i dont care if people exploit to get in a big ship quick or if they have 20billion credits it does not affect my game experience, however this hacking does affect not just my experience but all commanders, and should in no way be tolerated , war thunder recently took a hard line on cheats instant ban no appeal ,cheating has in the most part stopped ,only with a hard line on these players will frontier redeem themselves in many peoples eyes, and many know frontier will do nothing but sit on their hands .. i hope for more .but expect nothing from frontier
 
yep. if only the server can update state you 'only' have to worry about protecting the server. this isn't bulletproof either, you must still ensure that the 'messages' coming from the clients are correct and authorized (say, not specifically forged to result in non-desired state changes as a side effect), but at least you have precise control of who can access and how, and you can trust your state at any moment.

in a p2p environment, each client maintains its own state and they somehow synch it together, but you have no control over any client nor what they do with their respective routers, (e.g. are they blocking each other?). from a security perspective this is a nightmare.
Just a small digression: Even in p2p environments one takes the server role and the others are clients.
 
in a p2p environment, each client maintains its own state and they somehow synch it together, but you have no control over any client nor what they do with their respective routers, (e.g. are they blocking each other?). from a security perspective this is a nightmare.
Exactly the sort of nightmare that distributed consensus mechanisms were developed to overcome, though I suspect this would be even more work to implement in the case of something like ED than a client-server architecture.

Anyway, with regard to clients blocking each other, there used to be a setting called "RelayViaServer" in the AppConfig.xml. I'll have to test if it still works and what exactly it's doing.

Just a small digression: Even in p2p environments one takes the server role and the others are clients.
That's an over simplification. In the case of ED there appears to be a matchmaking server that pairs clients, then one of those clients becomes the main instance host, but each client is still the 'server' for it's own stuff, and certain entities (NPCs) with in the instances can shift hosts based on a number of factors.

perma ban is the way to go ,i dont care if people exploit to get in a big ship quick or if they have 20billion credits it does not affect my game experience, however this hacking does affect not just my experience but all commanders
Any sort of cheat, in any mode, has the potential to alter the scope to which the BGS can be manipulated and thus has the potential to affect all players on some level.

Treating them as different from hacking seems arbitrary.
 
I'm not want to talk about this much; I have a neurological aberration that effects my vision - so much so that I'm gradually going blind.

...this hack fixes the HUD for guys like me, and colorblind players. FD says they can't do it.

Just ****es me off, even though I'm an Xbone player, and I'm half tempted to buy a PC version and test the hax for other players.

A haxor seems to be more concerned with accessibility than FD. I love this game, but I can't defend much of it - I certainly can't defend ignoring accessibility needs.
This.

I am profoudly colour blind FDEVs complete indifference to the issues the HUD colours cause is infuriating.
 
Out of curiosity, just how many players do we think are cheating in this game? I find it odd that most people interested in a game like ED would then forfeit their opportunity to play by using cheats. It's not like we're talking about Fortnite here.
I don't have figures for ED, but an estimation from an article of gaming magazine. According to that you could expect at least one hacker per 64 player server in Battlefield 4. And that is despite the game using an anti-cheat system.
You draw your line in the sand, I'll draw mine. Habitually instance flipping to gain favourable odds is no different to the 5-for-1 engineering exploit which was punished by removing the affected assets, or mission board flipping, which was closed. It is another loophole that needs to be fixed.
There is no subjectiveness to that. FDev makes the rules. "Re-logging" is working as intended, while gaining a G5 roll for G1 mats was not.
In a p2p environment, each client maintains its own state and they somehow synch it together, but you have no control over any client nor what they do with their respective routers, (e.g. are they blocking each other?). from a security perspective this is a nightmare.
FDev could add random server checks for certain values. To not add any delay to the p2p system, they could use the data to find inconsistencies and take actions "some time" later.
 
Last edited:
I don't have figures for ED, but an estimation from an article of gaming magazine. According to that you could expect at least one hacker per 64 player server in Battlefield 4. And that is despite the game using an anti-cheat system.
I remember those "good ol' days" of encountering cheaters in online PC games (back then it was COD and UT). It was very frustrating, and that was just playing quick "it really doesn't matter" matches. I can imagine how frustrating it is to encounter cheaters in a game like Elite, where losing is to lose a real investment in the game (be it rebuy credits, BGS work, etc).

I myself never understood the desire to cheat. I like games to be challenging, not "easy mode". I purposefully avoid building G5 prismatic "god-ships" in Elite (which is not technically cheating) because I want to keep the challenge. On the other hand, I admit I wish I could automate some of the grindy aspects of the game. If I were on PC, I'd be tempted to build an exploration script that would fly my ship and scan systems, letting me know if it actually finds something interesting... But I'm not on PC, so nobody needs to worry about me!
 
I remember those "good ol' days" of encountering cheaters in online PC games (back then it was COD and UT). It was very frustrating, and that was just playing quick "it really doesn't matter" matches. I can imagine how frustrating it is to encounter cheaters in a game like Elite, where losing is to lose a real investment in the game (be it rebuy credits, BGS work, etc).

I myself never understood the desire to cheat. I like games to be challenging, not "easy mode". I purposefully avoid building G5 prismatic "god-ships" in Elite (which is not technically cheating) because I want to keep the challenge. On the other hand, I admit I wish I could automate some of the grindy aspects of the game. If I were on PC, I'd be tempted to build an exploration script that would fly my ship and scan systems, letting me know if it actually finds something interesting... But I'm not on PC, so nobody needs to worry about me!
There's been plenty of hacks on consoles and consoles are more pc like than ever!
 
in a p2p environment, each client maintains its own state and they somehow synch it together, but you have no control over any client nor what they do with their respective routers, (e.g. are they blocking each other?). from a security perspective this is a nightmare.
True, but because a lot of information is saved on FDev servers, some mitigation code could be added:
A ship jumps 500ly? This is odd, let's investigate.
A ship jumps 100 ly but didn't use a neutron star of jumponium? Let's investigate.
Have Fdev server send the ship loadout to each computer on the instance and have the target and attacker calculate the damage / shield / etc values. They don't match? Let's investigate.

Bulletproof? No. But could be used to find out some.
 
FDev could add random server checks for certain values. To not add any delay to the p2p system, they could use the data to find inconsistencies and take actions "some time" later.
Random (or targeted based on intel from customers) spot checks is the way to go yes.

Reading through this thread I'm seeing an awful lot of theorycrafting & very little actual supporting evidence. Lots of things could be done (to hack or cheat the game in a way that adversely affects other players), lots of things that can & probably should be anticipated but how much does it actually happen?

Certainly I can understand that in PvP it can be a problem, but as the recent 3 of 7 Deciat video showed there can be false positives, or two sides to a story at least. It is important that this stuff is dealt with when it is identified, but it is also important not to get wound up in the paranoia of what actions might be the result of cheating.
 
Random (or targeted based on intel from customers) spot checks is the way to go yes.

Reading through this thread I'm seeing an awful lot of theorycrafting & very little actual supporting evidence. Lots of things could be done (to hack or cheat the game in a way that adversely affects other players), lots of things that can & probably should be anticipated but how much does it actually happen?

Certainly I can understand that in PvP it can be a problem, but as the recent 3 of 7 Deciat video showed there can be false positives, or two sides to a story at least. It is important that this stuff is dealt with when it is identified, but it is also important not to get wound up in the paranoia of what actions might be the result of cheating.
I believe they are actually looking for certain patterns in your memory and that's how the last hack has been identified.
 
Status
Thread Closed: Not open for further replies.
Top Bottom