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Too Much Cheating


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#121 Thorqemada

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Posted 15 January 2013 - 09:33 AM

View PostMatthew Craig, on 15 January 2013 - 09:26 AM, said:


Again could likely be a bug in the maps physics (first thing to suspect), F9, note location and pass to support is the best bet for the designers getting to take a look at it.


You cant F9 in a dead Mech - am i right?
And to find the position again of both the sniper and the target seems very unlikely...

Nice you Guys participate in the forum again ;)

#122 Matthew Craig

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Posted 15 January 2013 - 09:33 AM

View PostThorqemada, on 15 January 2013 - 09:26 AM, said:

We have a misunderstanding here - the Streaks cant pass a bulding but they did. So i expect that i witnessed some Lag where my Client showed me the Mech behind the building and the Streaks hitting me from there while in truth he was close to me with no building between us so they had a clean flightpath ;)


This is also possible and will increasingly be the case as we fix up all aspects of the netcode. That is to say the key downside to server authoritative movement/firing is that for users on a bad connection it will always be the case that you may suddenly see yourself teleport and die, this is because your client is not updating fast enough to what the server sees as the correct state so your likely playing and shooting against a predicted state. Then finally you get an update which tells you your dead already. Sucks but it's the nature of internet gaming at that point and can only be mitigated either by more local servers (to remove the latency) or new connections with lower latency or potentially better prediction code.

This should only really be the case for pings over 200-300 ms and in practice doesn't always happen just as your getting shot at so is only sometimes fatal.

#123 Mechteric

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Posted 15 January 2013 - 09:34 AM

Catching actual cheating requires multiple observations to ensure it wasn't just luck.

#124 Matthew Craig

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Posted 15 January 2013 - 09:36 AM

View PostThorqemada, on 15 January 2013 - 09:33 AM, said:

You cant F9 in a dead Mech - am i right? And to find the position again of both the sniper and the target seems very unlikely... Nice you Guys participate in the forum again ;)


Good point but I think it stays up if you had F9 pressed before you die, plus if you are testing the game (you guys are beta testers right ;-)) you could run to that spot with a buddy and you know 'test' it :-)

#125 Pando

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Posted 15 January 2013 - 09:36 AM

View PostMadPanda, on 15 January 2013 - 09:30 AM, said:

Before I would have said there is no cheaters, but after what happened today, I'm more inclined to believe that some people have hacked themselves an aimbot of some sorts. I was moving at full speed on difficult terrain (quite steep cliff) so my movement wasn't exactly predictable and this kid (not gonna name him) hits nothing but my head with his large lasers from something like 400m range and kills me under a second. I was full armor as this was pretty early in the game. I'm not quick to call cheater on every headshot, those happen, but this was little too unbelievable Not even with luck could he have headshotted me like that. He didn't even hit my torso at all. I know this because I instantly looked at where I was killed and my torsos weren't taking any damage. Lucky? I don't think so.


I've been victim to a head-shot in an atlas, just before two of my team-mates died while torso twisting from the same person to head-shots. I'll never know, but I have my suspicious thoughts.

#126 Abstrusity

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Posted 15 January 2013 - 09:36 AM

View PostMatthew Craig, on 15 January 2013 - 09:33 AM, said:


Sucks but it's the nature of internet gaming at that point and can only be mitigated either by more local servers (to remove the latency) or new connections with lower latency or potentially better prediction code.

This should only really be the case for pings over 200-300 ms and in practice doesn't always happen just as your getting shot at so is only sometimes fatal.

Speaking off, We ARE going to get some east coast servers, right? I wish to play with 11ms ping, just so when I get accused of aimbot because I can actually hit ecm 3Lagravens, they can believe me when I tell them that it's some skill, some lack of the lag that disappears all my damage.

#127 Thorqemada

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Posted 15 January 2013 - 09:40 AM

I have some ping between 130 and 150 but occasionally i have a match which is really laggy, sometimes laggy at all, somtimes partial - its ok to me as long it is the exception of an in general quite good gaming experience.

The post was meant as example that strange things may happen that simply belong to the nature of internet gaming.

#128 Kdogg788

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Posted 15 January 2013 - 09:40 AM

I play from New Hampshire and get pings routinely around 40, so it's not an east coast/west coast issue.

-k

#129 Abstrusity

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Posted 15 January 2013 - 09:42 AM

View PostKdogg788, on 15 January 2013 - 09:40 AM, said:

I play from New Hampshire and get pings routinely around 40, so it's not an east coast/west coast issue.

-k

I play from Florida, almost the exact opposite side of the continent, where I would imagine the servers are placed. I generally get about 70 ms.

#130 Matthew Craig

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Posted 15 January 2013 - 09:44 AM

View PostAbstrusity, on 15 January 2013 - 09:36 AM, said:

Speaking off, We ARE going to get some east coast servers, right? I wish to play with 11ms ping, just so when I get accused of aimbot because I can actually hit ecm 3Lagravens, they can believe me when I tell them that it's some skill, some lack of the lag that disappears all my damage.


I think you mean West Coast servers (the current data center is in Toronto), firstly I think we are obviously as keen as you to see how well the game truly functions once the net code issues are addressed which they should be by around the end of February, at this point we can get a much better read on what ping the game functions well up to and therefore where servers would need to be placed.

There will obviously need to be some business decisions made beyond that point to get additional servers online, which is my way of saying you can guarantee it will be coming down the pipe internally for us but don't expect it to be a super fast process, in the short term the net code fixes and server side optimizations are the best bet for everyone to have a more playable experience, and as just mentioned it's logical to do that work before specc'ing out new servers.

#131 Serapth

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Posted 15 January 2013 - 09:45 AM

Yeah, im Ontario and regularly ping around 20ms. So its not an east west thing... although there might be a lag as you cross the border... gotta watch for terrorist packets after all.

(I'm kidding of course, put away your tin foil).

EDIT: LOL, ok, bad timing to post that.

Im in Toronto and get a 20ms ping, so....

Well, if you want to get better at the game, move here. It's the best part of Canada anyways. ;) At least it isn't raining every day.

Edited by Serapth, 15 January 2013 - 09:46 AM.


#132 Matthew Craig

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Posted 15 January 2013 - 09:46 AM

View PostThorqemada, on 15 January 2013 - 09:40 AM, said:

I have some ping between 130 and 150 but occasionally i have a match which is really laggy, sometimes laggy at all, somtimes partial - its ok to me as long it is the exception of an in general quite good gaming experience. The post was meant as example that strange things may happen that simply belong to the nature of internet gaming.


Not necessarily as I've mentioned to the community in the past we added telemetry recently to see more detail on server side performance and we do see some very occasional spikes that have yet to be investigated. Could be something like a few other servers happen to all load the map at the same time as your game is running (loading is the most intensive server side function) we'll be doing another server side optimization pass before too long to look for these type of issues.

#133 Abstrusity

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Posted 15 January 2013 - 09:50 AM

View PostMatthew Craig, on 15 January 2013 - 09:44 AM, said:


I think you mean West Coast servers (the current data center is in Toronto), firstly I think we are obviously as keen as you to see how well the game truly functions once the net code issues are addressed which they should be by around the end of February, at this point we can get a much better read on what ping the game functions well up to and therefore where servers would need to be placed.

There will obviously need to be some business decisions made beyond that point to get additional servers online, which is my way of saying you can guarantee it will be coming down the pipe internally for us but don't expect it to be a super fast process, in the short term the net code fixes and server side optimizations are the best bet for everyone to have a more playable experience, and as just mentioned it's logical to do that work before specc'ing out new servers.

Of course. That's understandable. I didn't know the server was in Toronto, I assumed Vancouver since that's where your offices are. West coast servers will do fine in raising the thresholds for latency, but of course, so will any number of fixes, including changing the way damage data is streamed.

#134 Bagheera

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Posted 15 January 2013 - 09:53 AM

View PostSerapth, on 04 January 2013 - 04:16 PM, said:

1- UAC5 jamming after a single shot. This obviously should never happen and happens all the time.
2- UAC5's shot at the same time, if one jams, both jam.


Experienced both of these in game. The first one happened so often (jam on a single click) that I gave up on them. The second one I noticed a few times, but attributed it to bad luck on the jam roll. Could have been a bug I suppose.

#135 Bad Karma 308

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Posted 15 January 2013 - 09:57 AM

View PostKdogg788, on 15 January 2013 - 09:40 AM, said:

I play from New Hampshire and get pings routinely around 40, so it's not an east coast/west coast issue.

-k


Kdogg...you're actually really lucky being situates there in NH. Ping is not only determined by distance but also by the types of internet hardware (and how many) your trace has to pass through. One of the other factors is how String Theory is used to shape and force network tragic loads, Sometimes the quickest way from point A-B is actually through points Q,G,N & C.

If I remember correctly, Canada laid some very heavy duty primary fiber backbones (east-west) across their country. You have a lot of bandwidth that doesn't have to make a lot of extra stops along the way. The eastern seaboard and midwest are very well connected. Plus a lot of bandwidth capacity passes right through Vancouver as it it the jump off point for the north bound traffic in and out of Asia.

Posted Image

Edited by Bad Karma 308, 15 January 2013 - 10:00 AM.


#136 Thorqemada

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Posted 15 January 2013 - 10:02 AM

View PostMatthew Craig, on 15 January 2013 - 09:46 AM, said:


Not necessarily as I've mentioned to the community in the past we added telemetry recently to see more detail on server side performance and we do see some very occasional spikes that have yet to be investigated. Could be something like a few other servers happen to all load the map at the same time as your game is running (loading is the most intensive server side function) we'll be doing another server side optimization pass before too long to look for these type of issues.


Very cool - but i feel already pity for the fellow pliots of Scout Mechs when they suffer the full damage of the incoming fire.
Probably it will be the beginning of "Balance 2.0"...

;)

Edited by Thorqemada, 15 January 2013 - 10:05 AM.


#137 GruselSack

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Posted 15 January 2013 - 10:52 AM

Hier sitz ich nun ich armer Tor und bin nicht schlauer
als zuvor! - Faust, Goethe

okay fellaz i really tried. i read 7 pages because initially there was a very interesting question asked. then somehow this turned into a dicussion wether reality is reality and if true, to what extent. and if reality was truely AND to that given extent reality, how actually could it be real if oneself didn't experience it, lest even see proof of this so called reality on tape.

;)

translation
the question
"Dear developers! do you have any idea what you can do against cheaters?
Never gets stuck uac5, one place for every shot, etc?
Thx!"

was neither answered nor revoked as far as i could find out. so instead of a philosophical debate bout cheating i would like to know if and what the developers actually do against people making money from their work and piXXXX off regular/potential customers.
:unsure:

#138 Thorqemada

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Posted 15 January 2013 - 11:17 AM

To my understanding they get their monitoring tools better and better over time and atm be close to the point were they can almost automatically point out cheaters and take actions against them.
Also player tickets to the support with date, time, map, players, at best screenshots and videos will lead also to an investigation.

#139 Sayyid

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Posted 15 January 2013 - 11:34 AM

View PostMatthew Craig, on 15 January 2013 - 09:10 AM, said:

Some updates on the most common concerns for cheating:

Farming:

This is partly why the economy was altered recently we have a lot of telemetry on farming and we can assure you that it is rapidly dying out after the economy changes and also because as we track it better now many bans have been handed out already for farming. Like I say this is rapidly dying out.



In a free to play game with no restrictions on account creation this is not going to stop it. At best you stuck your fingure in a hole in a sinking raft. You plugged one leak but there are still a hundred other leaks and only 9 more fingures.

#140 Havyek

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Posted 15 January 2013 - 11:44 AM

By banning the account they make the farming pointless.

Why would you farm 1 billion c-bills only to have the account locked out and have to start again?





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