

Anti-cheat software
#61
Posted 24 June 2012 - 12:20 AM
I am sure that the Devs are doing what they can.
Personally, cant wait to play!
#62
Posted 24 June 2012 - 12:27 AM
http://www.battleye.com/
For Mechwarrior online just a thought.
Edited by Hegira, 24 June 2012 - 12:29 AM.
#63
Posted 24 June 2012 - 04:10 AM
That being said, any protection will be hacked and the game protocol will be reverse engineered. (probably already has been)
I'm hoping the anti-cheating system sees ongoing development and active response to cheating apps as they're released.
The nice thing about not being able to trade resources between accounts means that it actually hurts when you lose an account due to cheating.
#64
Posted 24 June 2012 - 04:47 AM
Tymanthius, on 23 June 2012 - 04:50 PM, said:

This is the way to deal with them and have a good laugh at their expense while they cheat on each other.
Amazing how people can't just enjoy a game. Sad very sad.
#65
Posted 24 June 2012 - 04:50 AM
No matter how good a player is, they will be damaged plenty. If anyone cheats and reduces their damage, they are easy caught.
If they somehow stop their ammo from counting down. The system just needs to detect a lack of ammo purchases in ratio to the hits counted with ammo. Plenty ways for these guys to be initially highlighted.
#66
Posted 24 June 2012 - 05:44 AM
Kazumi, on 23 June 2012 - 04:53 PM, said:
As for having admins watch. Look, this game is primarily going to be played vie a match maker. At which you'd not have mods that can just fly around and watch players. And if you expect companies to pay people to watch every game that a very expensive solution. Another thing is, the game is much slower paced then others. So if someone is using a speed hack, it's become very apparent. However things like aim bots would also be a little useless.
More realistically, would be to have a much smaller team investigate player-reported cheaters. Frequent cheat-suspects would get flagged and when someone reported them a team member could stealth in and observe for apparent issues. If they couldn't observe anything, they could either reset their flagcount or pass it for now to check on them again later (perhaps a few passes in a row would result in a clearing.
All that stuff would be server side, players wouldn't know. They'd just flag people that appeared to be cheating. Abusers of the system would have the ability to do so revoked.
[edit]
PS - also like someone said, everything that can be, should be server side. never trust the clients.
Edited by Reoh, 24 June 2012 - 05:46 AM.
#67
Posted 24 June 2012 - 06:17 AM
#68
Posted 24 June 2012 - 06:28 AM
Badfinger, on 24 June 2012 - 06:17 AM, said:
This used to happen all the time to my brother on the original "Day of Defeat". he was INSANELY accurate with the Kar-98 rifle (bolt action rifle, almost always 1 hit kill), and got called a hacker many, many times for ending on Kill/Death with score likk 60/5....
Some people are just good at a specific thing. Just because you aren't as good (and god knows I wasn't lol) doesn't mean they cheat. Deal with it.
#69
Posted 24 June 2012 - 06:34 AM
SmuttyChiken, on 23 June 2012 - 06:07 PM, said:
Disagree with this - modding has lead to some of the best games in PC history: Battlefield: Vietnam (indirectly - EA saw how one mod was getting very popular and brought out their own version), Battlefield 2, Counterstrike, Team Fortress and some of the Arma 2 mods... if you eliminate that possibility, then you might be missing out on some excellent games. I know there's also been awful mods too, but hey... Heck, you might even save some in-house work with PGI by having some fan-made mechs make an appearance as official additions - there's some excellent amateur model-makers out there.
"Pure" servers only as an option, on the other hand, is a very real option and allows the best of both worlds - some people get to do their mods and come up with some gems, while those of us who just want the base game can enjoy a game without client-side mods.
The inability to create mods only benefits the companies making the game, in particular those who charge for DLC... (CoD: MWx for example - just look at the number of CoD 4 maps available (some of which were excellent and better than the offical releases) and compare).
#70
Posted 24 June 2012 - 06:41 AM
If anybody needs a perfect example, look at world of tanks.
Mods to highlight weakspots on the enemy
Mods to pinpoint exact locations of firing units for return fire
Mods to calculate lead time, shell travel time
Not using mods sudenly puts players at a HUGE disadvantage, which IMo is crap.
Level playing field without mods please.
#71
Posted 24 June 2012 - 06:52 AM
Nikoliy, on 23 June 2012 - 04:56 PM, said:
Guilds as a prevention of cheating? Brother, pass the pipe. You've been bogarting way too long.
#73
Posted 24 June 2012 - 06:55 AM
Alexander Caine, on 24 June 2012 - 06:41 AM, said:
If anybody needs a perfect example, look at world of tanks.
Mods to highlight weakspots on the enemy
Mods to pinpoint exact locations of firing units for return fire
Mods to calculate lead time, shell travel time
Not using mods sudenly puts players at a HUGE disadvantage, which IMo is crap.
Level playing field without mods please.
Agreed. Keep the mods out of the game. WoW has raid mods, and threat mods, and the list goes on. And if a player doesn't have certain mods they are told to get them or they can't participate in the raids. MechWarrior doesn't need mods because it has in game items that does some of that. NARC, Artemis, etc.
No mods!
Alexander Caine, on 24 June 2012 - 06:53 AM, said:
Yess, I am just...:***: at that.
Major competitive guilds are FAR more likely to try to get that advantage than a casual player.
How desperate or determined can a group of players be? In WoW a group of players modified the game itself so they could beat some new content. They got banned for it.
Article Link: http://www.neogamr.n...uotcheatingquot
Edited by Hexenhammer, 24 June 2012 - 06:59 AM.
#75
Posted 24 June 2012 - 07:02 AM
Mods to highlight weakspots on the enemy
Yes But I don't use it and still have a better than 50% W/L (not much better)
And if you use this you are given the knowledge of a skilled player with out having to play as much, so it actually balances the game better
Makes it easier for the newer players. I know where to shoot
Mods to calculate lead time, shell travel time Never heard of it and don't need it
Not using mods sudenly puts players at a HUGE disadvantage, which IMo is crap.
Level playing field without mods please.
Edited by Argon3, 24 June 2012 - 07:03 AM.
#76
Posted 24 June 2012 - 07:06 AM
Ragequitter, on 24 June 2012 - 12:20 AM, said:
I am sure that the Devs are doing what they can.
Personally, cant wait to play!
Fine, until they get it wrong - especially on a Founder's account...
I agree fully with your sentiments, but sadly mistakes do happen and since *every* cheater is likely to claim innocence, appealing the decision isn't going to help much (I used to be an admin for Battlefield:1942) and they always deny their cheating, even as you're sitting there beside them (virtually) watching them shooting from inside the building they shouldn't even BE in...
I do like the APB: Reloaded system of naming and shaming and also waiting to ban in a whole batch too. They also do regular updates to counter known hacks too, so maybe PGI will have a team dedicated to infiltrating and eliminating those hacks.
#77
Posted 24 June 2012 - 07:17 AM
Livebait, on 23 June 2012 - 04:41 PM, said:
This is the worlds WORST software (yay EA using it a lot) please dont make us use it. It personally hates me and every time I try to play a battlefield game it takes several hours to set up.
#78
Posted 24 June 2012 - 07:44 AM
#79
Posted 24 June 2012 - 07:47 AM
Edited by Renny, 24 June 2012 - 07:53 AM.
#80
Posted 24 June 2012 - 07:54 AM
And IP bans are easy to bypass. My ISP resets my IP every time my modem is offline for more then 30 seconds.
Edited by Ranek Blackstone, 24 June 2012 - 07:54 AM.
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