In-Game Hack Detector
The X-Trap cheat detector, by the complaints that are still going on about cheaters, doesn't work too well.
Unfortunately, all of the suggestions that have been made as a method of preventing cheats from entering the game have been proven that they wouldn't affect much of anything.
Fortunately, I have formed an idea that one, may or may not work, and two, may or may not be approved.
The In-Game Cheat Detector!
The In-Game Cheater Detector is like a security camera, or a security guard in a bank. It observes every player, or to make it have a higher possibility of capturing the cheaters, it gives its own "each-player-observation", meaning each player has it's own In-Game Cheat Detector observing him/her.
Once it detects a cheat, the player is removed the room automatically, with a notice explaining why he/she was removed from the room. The player cannot rejoin the room.
Banning the player would be a problem, because it may be a false detection.
However, once the player is detected of cheating more than five times, one for each room, he/she is banned for 7 days, and the days increase as the player continues to cheat.
It would be nice if it could save IP addresses, that way, account switching couldn't be an advantage to the cheaters.
How you could work this is by scripting it into each script that goes with a created room. When the room is created, the In-Game Cheat Detector script is added onto the room creation script. I'm not sure how to explain that one.
Now, criticise away! (I'm not sure why criticise is underlined in red as spelled incorrectly.)
P.S., has this been suggested?
Unfortunately, all of the suggestions that have been made as a method of preventing cheats from entering the game have been proven that they wouldn't affect much of anything.
Fortunately, I have formed an idea that one, may or may not work, and two, may or may not be approved.
The In-Game Cheat Detector!
The In-Game Cheater Detector is like a security camera, or a security guard in a bank. It observes every player, or to make it have a higher possibility of capturing the cheaters, it gives its own "each-player-observation", meaning each player has it's own In-Game Cheat Detector observing him/her.
Once it detects a cheat, the player is removed the room automatically, with a notice explaining why he/she was removed from the room. The player cannot rejoin the room.
Banning the player would be a problem, because it may be a false detection.
However, once the player is detected of cheating more than five times, one for each room, he/she is banned for 7 days, and the days increase as the player continues to cheat.
It would be nice if it could save IP addresses, that way, account switching couldn't be an advantage to the cheaters.
How you could work this is by scripting it into each script that goes with a created room. When the room is created, the In-Game Cheat Detector script is added onto the room creation script. I'm not sure how to explain that one.
Now, criticise away! (I'm not sure why criticise is underlined in red as spelled incorrectly.)
P.S., has this been suggested?
Comments
-
No, this hasn't been suggested and I'm not sure what you mean exactly by cheat detector. Say for example someone was aimbotting, how would the "cheat detector" detect that?
It depends on how they create it. I'm just forming the idea.
But, I'm hoping it would be something like, the detector "sniffing" around for any unfamiliar "hacky" type program running on their background.
The detector isn't alive, so it can't see what's going on, like aimbot.
But it does detect any programs relating to cheats. -
'A wrote:Teardrop;3387525']It's not going to happen .
There's been a similar suggestion just earlier regarding an in-game hack detector. Try using the "SEARCH" function next time, it really helps a lot.
:rolleyes: .
What's an in-game cheat detector? How can it tell if someone is using hacks?
Edit: Now that I know, wouldn't there be too many false bans out of this? -
What's an in-game cheat detector? How can it tell if someone is using hacks?
Edit: Now that I know, wouldn't there be too many false bans out of this?
No idea, some sort of hack detection tool that can possibly detect hacks as they appear in a game? That's how some people said it. -
What's an in-game cheat detector? How can it tell if someone is using hacks?
Edit: Now that I know, wouldn't there be too many false bans out of this?
Reply to edit: Yes, there would be. That's why there would be removals from rooms. But five times of false detections? Hmm... -
Mh, if you mean having someone watching all players on monitors "like in a bank", please tell me
How much monitors you need, and
What kind of computer you need to run all game rooms at the same time.
If you mean an automatic camera,
nope. That isn't possible. -
[MOD]Nonnen wrote: »Mh, if you mean having someone watching all players on monitors "like in a bank", please tell me
How much monitors you need, and
What kind of computer you need to run all game rooms at the same time.
If you mean an automatic camera,
nope. That isn't possible.
I'm not much of a programmer, so I'll try to explain this the best I can.
It'll be like a robot, no one is controlling it. It's like X-Trap except in-game, not before you log-in. There will be one in each room, which they could create by adding it into the room creation script. I also suggested that the detector is placed upon each person, that way, nothing is missed. -
AutumnMoon6 wrote: »I'm not much of a programmer, so I'll try to explain this the best I can.
It'll be like a robot, no one is controlling it. It's like X-Trap except in-game, not before you log-in. There will be one in each room, which they could create by adding it into the room creation script. I also suggested that the detector is placed upon each person, that way, nothing is missed.
X-Trap isn't just checking before you log-in.
It searches always for illegal programs during you play. -
[MOD]Nonnen wrote: »Mh, if you mean having someone watching all players on monitors "like in a bank", please tell me
How much monitors you need, and
What kind of computer you need to run all game rooms at the same time.
If you mean an automatic camera,
nope. That isn't possible.
Lol I suppose something like that could work, I mean it's possible. But like we're not at all going to watch 24/7 and try to spot hackers, plus we're not even trained for it, I believe the support team has much well-trained technicians and people who specialize in jobs such as detecting hacks from replays and all of that. Still, something like that could work. Just gonna need to set-up a load of things and get approval upon this project and boom it'll be reality. -
what you're talking about is basically what every cheat detection does, except it currently watches for changes in the memory that changes the graphical appearance, rather than the graphical appearance itself.
That's true.
But consider what else I added onto my suggestion.
It is placed onto each person, not just the entire group of players.
I also like my idea on the removal out of a room, instead of a ban. It would result in less complaining.
I couldn't simplify your reply that well, but I feel as if my suggestion has something different that would have a positive affect on the prevention of cheats.
In addition, (not to as a further reply to your post, to everyone else) we don't have to change the entire x-trap detector. Could consider adding some of my suggestions to it, like the removing out of a room, etc. -
the current anticheat watches every client individually, there are no 'groups'.
mmyes, removal from the room would be nice, perhaps faster than banning.
but of course, a ban should quickly follow, preferably of longer duration than what we currently hand out. -
What you describe is basically every anti-cheat software for games made.
They mostly watch the memory, running programs, and the CF program looking for anything that shouldn't be there or happen. The biggest problem with anti-cheat software tho is that it is on the users computer. Why is this a big problem? Because it means when ever a new update happens the hack makers get a complete copy of everything that changed or was added to the anti-cheat. It easier to get into or bypass something then it is to keep something out, a solution needs to be server-sided for any chance of actually being effective. -
[MOD]Nonnen wrote: »X-Trap isn't just checking before you log-in.
It searches always for illegal programs during you play.
It should be noted that this is correct.
And that we saw an approximate 2.1% lowering of the population immediately after patching xtrap. This means that a whole BUNCH of people got banned today as a result of this mornings X-Trap update. -
[GM]Saidin wrote: »It should be noted that this is correct.
And that we saw an approximate 2.1% lowering of the population immediately after patching xtrap. This means that a whole BUNCH of people got banned today as a result of this mornings X-Trap update.
That's actually great to hear! As non-staff players, I notice a great decrease in the hacking population ever since Saturday. Just wanted to say good job and thank you to the staff for clearing these messes. -
[GM]Saidin wrote: »It should be noted that this is correct.
And that we saw an approximate 2.1% lowering of the population immediately after patching xtrap. This means that a whole BUNCH of people got banned today as a result of this mornings X-Trap update.
Thanks Saidin! Been trying to find a hard number for the amount blatant cheaters in this game. So at least 2.1% of the player base are definitely hacking. -
I suppose the 2.1% decrease in the cheater population means the banning method of x-trap is more affective than the room removals.
However, you guys still haven't considered the IP saving part. That would allow the punishment to be instead of 7 days for each account, it adds onto the amount of days on the same IP of that account. That way, the player is banned from CrossFire for that amount of days without access from any account.
Adding onto that, an IP ban for x amount of days would cause the cheaters to not want to cheat.
Especially because of the use of rookie accounts when cheats are active.
Edit: Or does the x-trap ban not allow them to rejoin CrossFire itself? -
PR0PAGANDA wrote: »I've seen a lot of cheats leaving rooms ( they do rejoin ) , I don't know if they are getting a CF error or a hack tool detected by x-trap , it sure is nice to see a few less cheats in game tho ...
I'm assuming that's from client errors.
Hack tool detection would cause you to have to re-log. -
PR0PAGANDA wrote: »I've seen a lot of cheats leaving rooms ( they do rejoin ) , I don't know if they are getting a CF error or a hack tool detected by x-trap , it sure is nice to see a few less cheats in game tho ...
Those are Disconnections because the game sees something off and decides to DC.
Usually caused by hackers using fast knife, long knife, or speeding. -
AutumnMoon6 wrote: »I'm assuming that's from client errors.
Hack tool detection would cause you to have to re-log.Those are Disconnections because the game sees something off and decides to DC.
Usually caused by hackers using fast knife, long knife, or speeding.
thx4quickresponse! -
A few things here.
The % of players that were banned as a result of x-trap goes up and down. It's a relatively fluid number.
I would say in a best-case scenario (right after an xtrap patch, right after a game update, during a time where there are less hackers in the game) we're probably looking at between 1-2% of the population are likely using some sort of game modification program, ie a hack.
In the worst case scenario that number can go up to 5-7%.
It should also be noteworthy here that both %'s are less than the average "omg there is a hacker in every game" statement. IE even 7% of the game population was hacking it would be less than 1 hacker per room.
Right now we're making major strides in the hacking situation, we have a great pipeline with X-trap and a lot of major hacks are being patched each day.
We're also discussing more and more options with the devs on how to bolster the code even more than was done in the fall last year when we saw a huge decrease after that major problem with hacking. There are a few hacks right now we're definitely aware of and are pushing for more than just "detection". We want them stopped in the game entirely through code changes within the game.
Lastly, we've got a few things that we're working on for Q1 of 2013 which will help with some of the alternate account abuse we see from players (especially hackers). I can't give any specific details on this yet, but when it gets implemented we'll be sure to relay as much as we can.
It's not necessary for us to list specific numbers each day. But each day we ban a ton of people through review, through automatic banning etc. This does include IP addresses, however we understand that those are pretty easy to bypass. -
[GM]Saidin wrote: »A few things here.
The % of players that were banned as a result of x-trap goes up and down. It's a relatively fluid number.
I would say in a best-case scenario (right after an xtrap patch, right after a game update, during a time where there are less hackers in the game) we're probably looking at between 1-2% of the population are likely using some sort of game modification program, ie a hack.
In the worst case scenario that number can go up to 5-7%.
It should also be noteworthy here that both %'s are less than the average "omg there is a hacker in every game" statement. IE even 7% of the game population was hacking it would be less than 1 hacker per room.
Right now we're making major strides in the hacking situation, we have a great pipeline with X-trap and a lot of major hacks are being patched each day.
We're also discussing more and more options with the devs on how to bolster the code even more than was done in the fall last year when we saw a huge decrease after that major problem with hacking. There are a few hacks right now we're definitely aware of and are pushing for more than just "detection". We want them stopped in the game entirely through code changes within the game.
Lastly, we've got a few things that we're working on for Q1 of 2013 which will help with some of the alternate account abuse we see from players (especially hackers). I can't give any specific details on this yet, but when it gets implemented we'll be sure to relay as much as we can.
It's not necessary for us to list specific numbers each day. But each day we ban a ton of people through review, through automatic banning etc. This does include IP addresses, however we understand that those are pretty easy to bypass.
It was a pleasure having this discussion. I'm definitely feeling confident about the gradual decrease in the number of cheaters in CrossFire.
It's always nice to have various ideas that could have a chance of being added to the next update.
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