Met My First Hacker Today

These "personages" will only do damage in the popular systems, so that they can cause as much chaos as possible. Apart from rasing a ticket there are two options: solo mode, and moving to a less populated area. I know this is a sticking plaster not a solution, but dont see any alternative until they are bought to book.

Keep reporting the numptys too.
 
I have been happy playing solo since day one. Hackers, aimbot, children and the mentally challenged have ruin MP online gaming for years now.
 
The best anti-cheat system ever invented for multiplayer was Overwatch for CS:GO

Each match is recorded, if someone is apparently hacking - they get reported, the server then sends a copy of the demo (a full recording of the match) to a group of highly ranked players in good standing, one of them watches it - and actually bans the player (a global ban - they can no longer play the game) having played lots of CS:GO comp, I can confirm that it really does work, (hackers are very quickly banned)

The ethos is, that if you hack - you get banned, no second chances, no "grace period" your account is killed, forever - and I think we need the same approach in this game.

The problem is evidence - with the CS:GO overwatch system, you have direct evidence - qualified people can see that someone is using an aimbot/wallhack.. If you just report the player without evidence - you can't expect anything to be done, the person has paid £40 for a game and *might* simply be very very good at it, or is just being griefed, you can't ban people unless you have evidence of somesort.

The difference with this game is that if you get killed by a hacker in a station, or something stupid - you potentially lose so much (rebuy cost etc) as opposed to CS where you just spawn next round and get over it..

I've been designing networks for ISPs for 15 years, I know how connectivity functions very well, but I have no idea how you stop hacking in a P2P based game, where things are "client-authoritative" and even in games where everybody is connected to a dedicated server, hacks are still rife (CS/BF/COD/etc) because they just run java/web applets in the background which modify what the client sends to the server.

It really sucks... but it's reality
 
This would seem to hold out some hope.
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Is there any technical reason why such a system couldn't be effectively implemented, whereby strategic data could be saved client-side, then periodically audited server-side for discrepancies?

Look for my earlier post where I link to 3 p2p auditing models and 2 anti cheat papers.

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After reading this I am no longer going to play open until this loophole is closed and FD have officially told us that.
:(

You maybe waiting a while. FD are very tight lipped about everything. If they actually communicated instead of ambibugating then people would calm down. Instead they let us churn the same cud repeatedly.
 
I have been happy playing solo since day one. Hackers, aimbot, children and the mentally challenged have ruin MP online gaming for years now.

Solo just isin't good enough for a multitude of reasons

1) AI is weak

2) No unique situations or persistance

3) It was sold as an MMORPG
 
Look for my earlier post where I link to 3 p2p auditing models and 2 anti cheat papers.

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You maybe waiting a while. FD are very tight lipped about everything. If they actually communicated instead of ambibugating then people would calm down. Instead they let us churn the same cud repeatedly.


You seem in the loop. Do you know if there are attempts to use homomorphic encryption to reduce cheating on p2p games? I have read it about it, and I don't know why I cannot help but to think it could be used. At least once it's efficient. :)
 
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Solo just isin't good enough for a multitude of reasons

1) AI is weak

2) No unique situations or persistance

3) It was sold as an MMORPG

Yes but who needs unique situations with exploiters and cheaters ?
I think playing in a big group that alowes also pvp and can ban cheaters/exploiders/griefers very quickly is the way to go. (for me)
 
You seem in the loop. Do you know if there are attempts to use homomorphic encryption to reduce cheating on p2p games? I have read it about it, and I don't know I cannot help but to think it could be used. At least once it's efficient. :)

Not that I have come across it. Problem with it is that it requires (as far as my understanding goes) 2 roundtrip to complete the transaction. It wouldn't be for gaming per se but more for transactional sections.
 
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A lot of things could be done, but at least do something. Stepping up from "any child with his hand tied behind his back can hack it" to "at least it requires some work" would be an improvement.

What's really worrying is that we don't know what is happening. Is the issue being addressed silently? Nobody is doing anything because they haven't the slightest idea about what to do? Who knows?
 
A lot of things could be done, but at least do something. Stepping up from "any child with his hand tied behind his back can hack it" to "at least it requires some work" would be an improvement.

What's really worrying is that we don't know what is happening. Is the issue being addressed silently? Nobody is doing anything because they haven't the slightest idea about what to do? Who knows?

The exact same thing happened with Battlefield 3, people running around getting 200-0 in 5 mins with an aimbot, people reporting like crazy - nothing happens for 6 months, then EA simply reset their stats to zero.

it's a common theme with all online games..
 
I've been designing networks for ISPs for 15 years, I know how connectivity functions very well, but I have no idea how you stop hacking in a P2P based game, where things are "client-authoritative" and even in games where everybody is connected to a dedicated server, hacks are still rife (CS/BF/COD/etc) because they just run java/web applets in the background which modify what the client sends to the server.
Well, one idea would be to make an unrelated 3rd party (i.e. a Commander somewhere completely different) the arbitrator - the data from both clients gets sent to this 3rd party and this arbitrator then determines if things are happening the way they should be happening based on the data he's seeing.
 
I don't have any experience of Overwatch, but the peer reviewing scenario reminds me on Punkbuster, not just the integration of Punkbuster but the software alongside an admin service like PBBans and, the now defunct PunksBusted. The old adage that:

Punkbuster = good
Punkbuster + streaming = better
Punkbuster, streaming + peer review = best

Without going into too much detail, which it really isn't necessary to do, the ability to MD5 check game files is a lot more powerful than people realised. Is there any anti-cheat at all in ED?
 
I don't have any experience of Overwatch, but the peer reviewing scenario reminds me on Punkbuster, not just the integration of Punkbuster but the software alongside an admin service like PBBans and, the now defunct PunksBusted. The old adage that:

Punkbuster = good
Punkbuster + streaming = better
Punkbuster, streaming + peer review = best

Without going into too much detail, which it really isn't necessary to do, the ability to MD5 check game files is a lot more powerful than people realised. Is there any anti-cheat at all in ED?

Don't think so, there is no apparently file inspection happening in the launcher... You can hit options and "Force" a validation of game files. But nothing obviously happens. That is something that they could implement, but it's easy to work around also.. so /shrug would be nothing but a 10 second roadblock but still would be something at least.
 
Well, one idea would be to make an unrelated 3rd party (i.e. a Commander somewhere completely different) the arbitrator - the data from both clients gets sent to this 3rd party and this arbitrator then determines if things are happening the way they should be happening based on the data he's seeing.

Only works if there are at least 3 CMDRs in the instance. Fails when that 3rd CMDR decides to leave. Etc., etc.
 
That is something that they could implement, but it's easy to work around also.. so /shrug would be nothing but a 10 second roadblock but still would be something at least.

It really isn't, the cheat providers would like you to believe it is/was.
 
Only works if there are at least 3 CMDRs in the instance. Fails when that 3rd CMDR decides to leave. Etc., etc.
Which part of "somewhere completely different" was too complicated? Not to mention that you must have some interesting ideas on how commanders join an instance in the first place.
 
I don't have any experience of Overwatch, but the peer reviewing scenario reminds me on Punkbuster, not just the integration of Punkbuster but the software alongside an admin service like PBBans and, the now defunct PunksBusted. The old adage that:

Punkbuster = good
Punkbuster + streaming = better
Punkbuster, streaming + peer review = best

Without going into too much detail, which it really isn't necessary to do, the ability to MD5 check game files is a lot more powerful than people realised. Is there any anti-cheat at all in ED?

Would't really help tbh, most modern hacks intercept and modify the traffic as it leaves the client, some even run in web browsers, so you can't even detect the presence of the hack on the local machine - like I mentioned in CS:GO, the only way these people are detected is by Overwatch, where people spectate the player from the gamedemo, there literally seems to be no other way.
 
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