Please fix the Alt F4 exploit

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I'm sort of curious, guys... would it be possible to have the server poll the DC comps router to see if it was still operational and assign kill credits to the other player in the case that it was? That eliminates power outage and net problems as the cause. That might cause some people to DC The router instead and a repeating pattern of that type of abuse might be grounds for a temp ban as a result.
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Be nice, I'm a hardware guy, not software. It seems that should be possible, but whether it would be practical is my uncertainty.

Very unreliable and, as soon as you run into carrier grade NAT, plainly impossible.
 
And they already have the programming in game :) its what translates keypresses into ship movement, though as a system call it's slightly more difficult but by all means not "hard". It was left in on purpose is the only logical reasoning that I can come up with... Hence my previous diatribe.

No biggie though not really, it is what it is.

Quite right and very logical. During Beta Testing we can all see why it's there. All Alt-F4 does is trigger a window close. That event can be cancelled. Mind you, if you did intercept, there are always other ways of getting round it.

We have a thing here where I work. Behavioral issues can never be technically dealt with. Education is the key... before you bounce them out the door.
 
Quite right and very logical. During Beta Testing we can all see why it's there. All Alt-F4 does is trigger a window close. That event can be cancelled. Mind you, if you did intercept, there are always other ways of getting round it.

We have a thing here where I work. Behavioral issues can never be technically dealt with. Education is the key... before you bounce them out the door.

Task Manager => Kill Process.
 
Task Manager => Kill Process.

xactly... however, you need to leave slightly more % on your hull to get through that process.

How about logging disconnects in certain operating modes: Interdiction, Battle. When this hit a critical weighting in these scenarios, the account is busted to Solo only, with a call to the service team to get it uplifted. The service call then is given lowest priority... just to be mean about it. :D
 
I'm sort of curious, guys... would it be possible to have the server poll the DC comps router to see if it was still operational and assign kill credits to the other player in the case that it was? That eliminates power outage and net problems as the cause. That might cause some people to DC The router instead and a repeating pattern of that type of abuse might be grounds for a temp ban as a result.
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Be nice, I'm a hardware guy, not software. It seems that should be possible, but whether it would be practical is my uncertainty.

I'd say no. There's no central server that's doling out information like other games.. WoW, etc.. So when you disappear, the game doesn't even know you are gone. It's just not that type of server. When you login it authenticates and makes sure you paid for the program. After that, as you buy items, it authenticates you, takes your credits and gives you commodities. When you move from place to place, your software checks in, and like "COD" games match servers, it will find an instance where you're going and "Drop" you into that lobby it doesn't control you, it just "drops" you in and at that point "whoever" is the host of the lobby you would report to.. so to speak (Another player... NOT their server...). Or if you are alone, you are the host yourself.

So if Im in Sol system all by myself, I'm the host of that zone.. If you jumped into Sol, and neither of us, happens to have the other person "Blocked", you would be put for example into my lobby. So your and my computer would start chatting in the background, relaying movement, bullet locations, etc etc. ALL of this is invisible to FD, they have no clue whats happening, unless say you kill me or I kill you, at which we would record the kill with their servers and it would pay out bounties, or PUT a wanted flag on one of us, or whatever.

But all the combat, is simply between your PC and my PC. So if were fighting, and one of us 'Poofs' their server doesn't even know, as it's not checking on that. Now carry the example say I logout, you would be promoted to the Host of the instance, your game would check in and say "Hey Im host now!" any new players come in, send them to me. It's very minimalistic. Intentionally.
 
xactly... however, you need to leave slightly more % on your hull to get through that process.

How about logging disconnects in certain operating modes: Interdiction, Battle. When this hit a critical weighting in these scenarios, the account is busted to Solo only, with a call to the service team to get it uplifted. The service call then is given lowest priority... just to be mean about it. :D

not much, rather easy to just "alt+tab" then "del" then "enter" provided the taskmanager is already open in background and the correct process is highlighted, and since nowadays many ppl have macro keaybord / mouse..... it is actually almost instant, so clearly, "preventing alt+F4 use would serve no purpose at all...
 
xactly... however, you need to leave slightly more % on your hull to get through that process.

Well, create a simple powershell script which you then invoke through an external program which listens to keypresses. For example, if you press both PgUp and PgDown it would execute "kill -processname Elite".

Done :)
 
I'd say no. There's no central server that's doling out information like other games.. WoW, etc.. So when you disappear, the game doesn't even know you are gone. It's just not that type of server. When you login it authenticates and makes sure you paid for the program. After that, as you buy items, it authenticates you, takes your credits and gives you commodities. When you move from place to place, your software checks in, and like "COD" games match servers, it will find an instance where you're going and "Drop" you into that lobby it doesn't control you, it just "drops" you in and at that point "whoever" is the host of the lobby you would report to.. so to speak (Another player... NOT their server...). Or if you are alone, you are the host yourself.

So if Im in Sol system all by myself, I'm the host of that zone.. If you jumped into Sol, and neither of us, happens to have the other person "Blocked", you would be put for example into my lobby. So your and my computer would start chatting in the background, relaying movement, bullet locations, etc etc. ALL of this is invisible to FD, they have no clue whats happening, unless say you kill me or I kill you, at which we would record the kill with their servers and it would pay out bounties, or PUT a wanted flag on one of us, or whatever.

But all the combat, is simply between your PC and my PC. So if were fighting, and one of us 'Poofs' their server doesn't even know, as it's not checking on that. Now carry the example say I logout, you would be promoted to the Host of the instance, your game would check in and say "Hey Im host now!" any new players come in, send them to me. It's very minimalistic. Intentionally.

if that is really how this game is handled, wich i strongly doubt, then expect massive hacks to be in game very soon like unlimited ammo, isntakills, godmod etc....

would actually be suprised if not already in there should it be the case.....
 
Well, create a simple powershell script which you then invoke through an external program which listens to keypresses. For example, if you press both PgUp and PgDown it would execute "kill -processname Elite".

Done :)

Exactly, any logitech, madkatz, razer, microsoft even keyboards/mice have this ability in their software these days.
 
I'd say no. There's no central server that's doling out information like other games.. WoW, etc.. So when you disappear, the game doesn't even know you are gone. It's just not that type of server. When you login it authenticates and makes sure you paid for the program. After that, as you buy items, it authenticates you, takes your credits and gives you commodities. When you move from place to place, your software checks in, and like "COD" games match servers, it will find an instance where you're going and "Drop" you into that lobby it doesn't control you, it just "drops" you in and at that point "whoever" is the host of the lobby you would report to.. so to speak (Another player... NOT their server...). Or if you are alone, you are the host yourself.

So if Im in Sol system all by myself, I'm the host of that zone.. If you jumped into Sol, and neither of us, happens to have the other person "Blocked", you would be put for example into my lobby. So your and my computer would start chatting in the background, relaying movement, bullet locations, etc etc. ALL of this is invisible to FD, they have no clue whats happening, unless say you kill me or I kill you, at which we would record the kill with their servers and it would pay out bounties, or PUT a wanted flag on one of us, or whatever.

But all the combat, is simply between your PC and my PC. So if were fighting, and one of us 'Poofs' their server doesn't even know, as it's not checking on that. Now carry the example say I logout, you would be promoted to the Host of the instance, your game would check in and say "Hey Im host now!" any new players come in, send them to me. It's very minimalistic. Intentionally.

That prompts me to ask if one could add a few points at which status could be checked or prompted to be checked by the server? Personally, I'd be quite curious to see what info is actually being sent/recieved. NOT anything we will get handed that's for sure, but I bet someone is already looking at it. I wonder if it is really as "hands off" as people present it to be.
 
Yes it is, plenty of other multiplayer games do this already. You kill task/drop connection in combat, you leave a ghost alive for X amount of minutes. Doesn't require a connection, the server can keep it there and count all the dmg done towards the ghost, and when the douchebag logs back in, the server sends the info on his client and "Your ship has exploded".

Fixed. And after that has been fixed, I'd raise the log off timer to infinite, with no possibility to log off from the game during combat. You resolve the situation with your skills (or you die and learn from your mistakes), not your log off speed.

This. If you drop unexpectedly a bot takes over and jumps away at the soonest possibility - if it succeeds it can be removed from the server and 'properly' disconnected.
 
No ones said anything about my other suggestion.

If the pilot is constantly pulling at the sight of combat, he should be pushed to Solo only!
 
if that is really how this game is handled, wich i strongly doubt, then expect massive hacks to be in game very soon like unlimited ammo, isntakills, godmod etc....

would actually be suprised if not already in there should it be the case.....

Yeah, people were stating earlier in the thread they already were. I haven't looked. Those hacks ruin games. At some point though, like all Steam games have their VAC (Valve Anti-cheat) software, FD will have to come up with something that runs along with the ED Software to make sure nothing is touching its stream of data (Hacking it..) Or else yes THOSE things will become a problem. People with infinite shields, lasers that never overheat, etc etc etc. Don't think money would be an issue though, they thought of that in advance, hence the authentication when you buy/sell commodities. But that's about it.

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That prompts me to ask if one could add a few points at which status could be checked or prompted to be checked by the server? Personally, I'd be quite curious to see what info is actually being sent/recieved. NOT anything we will get handed that's for sure, but I bet someone is already looking at it. I wonder if it is really as "hands off" as people present it to be.

P2P by definition is "hands off"... The whole point of it is to be as data "Stingy" as possible. Here's an example. People by hybrid cards to be "Economical", so in that vein, FD made an economical game, but people want it to have "Gas Guzzler Supercar" performance. the 2 things just arent /=
 
xactly... however, you need to leave slightly more % on your hull to get through that process.

How about logging disconnects in certain operating modes: Interdiction, Battle. When this hit a critical weighting in these scenarios, the account is busted to Solo only, with a call to the service team to get it uplifted. The service call then is given lowest priority... just to be mean about it. :D


This is basically what I've been saying. You'll never really be able to pull off an "automatic" system, but with enough data pulled by the client, you can start doing some behavior analysis. Start seeing a pattern of disconnects happen at specific times, THEN take action. Don't even need to accuse the player of anything: "We've noticed degraded performance of your internet connection occurring during encounters with other players. In order to provide you with the best quality gameplay experience, we've restricted your account to Solo mode so you can enjoy the game without interruption. Upon resolution of internet connectivity issues, please contact Support at ____________"

I'm positive FD will be making a statement on the topic soon.
 
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This. If you drop unexpectedly a bot takes over and jumps away at the soonest possibility - if it succeeds it can be removed from the server and 'properly' disconnected.

Except the game doesn't know you disconnected... Only a client/server configuration tracks that kind of information. They have no idea you went offline. See my previous comment about p2p being data stingy. If they were polling ALL accounts constantly, they would have went with a client/server configuration. The amount of data packets going to/from THEIR server would increase exponentially (which I don't think they can handle)... They kept it minimal on purpose.
 
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