I just encountered my second hacker
Guy in a ASP Interdicts me,
ASP
clean
There was no name!
Not even CMDR
just sits there for a minute so I take a look at what he's got, he has no weapons so I say to him "what you planning to do, you have no weapons"
His turns at so slow if he wasn't in an ASP if have thought he was a noob and didn't know how to fly
He would stop and slowly turn on the spot, and just stare at me
I leave and then he Interdicts me again, at which point I notice it goes down do a fail almost instantly
This time he shoots at me and takes my shields off in one shot, again I checked what he has and he's got no weapons
The next shot killed me
I know it was a player because he interdicted me twice, both were almost instant success on me
And no NPC turns on the spot slowly like that
I could put it down to lag, but after the second interdiction he killed me in about 5 seconds, I was hit by a laser weapon (it wasn't blue so not a rail gun)
I turned to face him and saw the second shot
I have A5 class shields and there is no laser weapon that can kill me in 5 seconds flat that fits on a ASP, my weapons are top tier for the ASP and still take longer than that
It sounded and looked like a pulse laser, 2 shots and I was dead
sounds like quite (not exactly though) the same what just happened to me, but at me, it was a viper. Looked like a NPC (solid blimp, has a nsme, but no "Cmdr"), but now im not sure anymore. could some1 hack in a way, that he does not appear as a cmdr anymore? paranoid.
https://forums.frontier.co.uk/showthread.php?t=111625
really weird and bad things happen theese days...
If true, I am not entirely sure how this could be done.
I have given this 2 min thought and still can not see how?
The answer to cheaters is not to try and make the game uncheatable. Like network security and data protection that's an unachievable goal no matter how many resources you throw at the effort, irrespective of whether you're on a P2P or client/server model. The trick is to make it almost impossible for the cheater to remain undetected. Make no mistake, it's still a herculean effort but unlike hardening a game against cheats it's one that is actually achievable in practice. A common "cheat" in any game featuring any kind of combat is to freeze depletion of ammunition, effectively giving you infinite rounds, equally common is to reduce the damage taken by incoming fire, if taken to its extreme this is the "invulnerability hack" you find in so many games. In a c/s architecture you address these things by making all the arbitrage of ammo expenditure and damage taken take place server side. If the server says "sorry buddy, you're dead" and to every other player in the game you die then it doesn't matter what your client shows you.
So how to address it in a P2P situation? Well, first off you can't rely on an authoritative server to wield the iron hand of control. To any practical purpose you can't prevent these things happening in real time. But suppose all clients, along with their periodic status updates to the server (such as the ones that ED uses to update your save position every minute or so) reported resources expended, number of hits on other ships (by ship), listed all your kills, listed the number of times you've been hit (and by what from who, plus how much damage it did) and the same for all the hits you made since the last periodic update. This data just needs to be stored, nothing needs doing with it in real time. Periodically, however - maybe daily - an automated process can reconcile it. Doing this as a periodic batch audit process is important, because doing anything else is effectively switching to c/s architecture anyway and throws away all the benefits that FD get from coding the game P2P.
Suppose Charlie Cheater's client has reported expending X multicannon rounds since the last update... Now he's using a cheat designed by a smart coder so his hacked client takes care to never report expending more ammo than he should be able to carry. However, he's claiming too may kills than should be possible with his ammo expenditure even if every round hit... This is just one potential inconsistency. Even if the guy who coded the cheat took care of all the potential inconsistencies (which is pretty much impossible if they are gaining any real advantage from their cheat code) anyone else they shot up who is NOT cheating, well their client will be reporting what IT saw. The periodic update "kill count" doesnt match the "kill count" in their save? Busted. The players they killed report dieing from more rounds than the cheater reported firing? FD know how many rounds it should take to inflict that damage, so once again, busted.
All you need for cheaters to always be caught is an audit trail they can't avoid showing inconsistencies on and an automated process that audits EVERYBODY. THAT is achievable, even in a P2P model. It won't stop folks getting throwaway accounts and "cheating until the ban" then starting over the same way but what cheater is prepared to rebuy the game every few weeks to keep going?
"P2P will always be cheatable" True. "FD can't do anything about it" Not so much.
I and many others have said that an update auditing system would stop much of the issue. An update once a second or every 5 would not add too much cost and even the amazon servers could handle it, this would also get rid of the bounty bug and explain many of the odd shop destruction reports that appear so often...
the data needed is actually very minimum, the fact that any such data could be hashed and salted would avoid any legal issues. It would be less than 1kb per sec... Or 5.
The audit trail would be mostly automated, flagging up any strange issues not only picking up cheaters, but also the many bugs that haunt the game...
Thing is, as a dev, I wouldn't want to give hackers/cheaters any potential hints on what I am doing and when I am doing it. So, really, to me, it's not surprise, and could be taken as good or bed, really...
Z...
Dude it has gone beyond that stage, there is also worse to come.
Failure to disclose would be an awful decision in terms of customer trust, FD would not only lose respect in the industry despite many graces. It would become a laughing stock to its own customers.
The the more serious issues need patching fast...
Though if the cheating is allowed to spread it would ruin the entire image of the game.
I never played planetside, though we all know it as a cheat fest... Though some say that much of this has been dealt with. Yet the damage is long since done and few PC players will go back, new players won't even try it.
Many ED players don't bother with the forums, like many other games... but they do use TS. So this needs dealing with before "wings" or the cat will be totally out of the bag.
Imagine 20-30 guys at a time being wasted by a cheater, whilst able to discus it live...
Join any TS channel and ask around, many players have already quit (Or they are taking a break) Some over content, some over the way ED handled the over nerf of the python (Many are upset about FDs focus on a certain player type*) Though many did not at first believe the potential for cheats in the game. They at first think ED would be so easy to ruin, yet day by day more are realising the cheat fest this game could become. Guys who only a month ago, said such cheats could not be possible assuming FD would have had some amazing system to sort it, now embarrassed over their naivety. Ask how many stick to groups or solo...
Soon the posts will become commonplace as more and more choose to cheat, the logoffski scandal may pale into insignificance the failure of FD to even comments fanning the flames more and more...
Again FD need to comment ASAP before other media start to make hay with this.
First it may be the Register
Maybe a few other gaming sites
Then the live twitch showing the stupidness of it all.
The twitch griefers showing how to hack...LIVE...
Then the army of you tubers all laughing at FDs failure...
I am a fan of Elite.
I want this to be a success.
I even bought a a joystick over £100 and I am a cheap git...
*
Disclaimer,
I am always suspicious of harsh nerfs in response to knee jerk reactions. I have seen too many games focus on a particular groups wishes and lose huge chunks of the player base in a matter of weeks. Maybe I am bias, but I played BSGO and saw the onset of the "striker elite" aka "viper elite" and bigpoints short sighted attempt to placate them. I was shocked that they nerfed lied and failed every other player group, I was amazed that the firm literally chased away the "whales" . Many of whom switched to ED SC at the start of their kick starter campaigns.
Having seen how bigpoint chased the mainstay of their income into the arms of rivals and mods and even ex staff break ranks to out the problems, still to be ignored and silenced. The entire forums closed and replaced to hide negative comments. It was strange to see a company stubbornly refuse to admit the mistakes.
It was so surreal to see the same firms refusal to explain decisions honestly cost them the "game of thrones" franchise (imagine a firm losing that potential market, because they could not explain lack of action or silly decisions to the chaps who held the license)
So yep, I do worry about FDs support of the viper elite, as in the long run, this could really hurt the game.