Stop investing in a failed anti-cheat system and other terrible ideas[Long]

There are plenty of ideas to control cheaters and I'll be reviewing the most commonly discussed ideas.

1. Human patrols - This idea was proposed by many people, and it's such a desperate short term fix. It's like putting a band aid on a amputated limb. Having players to patrol for cheaters is useless since they can be anywhere and there's many of them. It works, but the cheaters won't stop here when they can just recreate a account again. Whether it's GMs or trusted players to patrol, it never really stops cheaters so long as the cheats can bypass the security system. GMs are already filled with other work to do, players are here to play the game, not really here to volunteer for free work (They don't get paid and so they don't have CF's best interest at heart).
Also another bad thing with human workers deciding if other players are cheaters or not, is that humans like to judge with emotion, they don't care if it's ethical; if someone with power don't like someone else they can get rid of them and without any 2nd thoughts. (This was WHY the kick vote system FAILS TERRIBLY, because if another player rages at a legitimate player, guess whose getting kicked?)

2. Reporting - There's so much cheaters that the staff team has probably been flooded with more than enough work to do. Cheaters never leaves, they just make a new account and that means more reports for the staff to review. I believe everytime a cheater makes a new account, the staff team will probably receive 3-5 reports on this cheater. I do not know how big the CF staff team is, but I'm guessing it's not even barely 1% of Rockstar's staff team. Seriously reporting is like trying to pick up water with a basket full of holes. Nothing is achieved. The ban system is pretty useless on cheaters since they cheat on accounts meant to be thrown away. At the end of the day, the cheater never goes away. They just come back with a new account. Unless the ban system addresses the problem of cheaters constantly making alternate accounts, reporting is a failed solution in which it achieves nothing at the end, the cheater never goes away.

3. Buy a better anti-cheat system - X trap and the current anti-cheat system fails to stop cheaters as shown in the history of Crossfire. I believe the anti-cheat systems just checks to make sure the Crossfire client isn't modified in any way before starting up the game. Cheaters just have to wait for it to finish checking then run the cheat. Although I could be wrong, but if cheaters are able to bypass without the anti-cheat system noticing, it's not doing a very good job or the client might have been reversed engineered to remove it from checking for cheats.

Here is what I think might stop the cheaters for a long term.
I'll be discussing the client-server model
============================================================================================
1. Player A presses the space bar.
2. Player A's client jumps on the screen.
3. Player A's client tells Crossfire's server that Player A has jumped.
4. The server now knows that Player A has jumped.
5. The server takes this information and sends it back out to the other players.
6. All the other player's clients receive the information from the server and Player A on their screen jumps.

The client-server model is simple. As I explained the client tells the server information and the server sends it back out to the other clients.
This is what makes me so frustrated the most. The server sees the information, but does absolutely nothing to check if it's abnormal.
If a cheater tells the server Player A is slashing with broken kukri 1000x in 1 seconds. It does ABSOLUTELY nothing.
"Alright, Player A's rapid slashing with the kukri looks legitimate, I should just register it on Player B"
Then Player B gets hit with the speed knifing.

1. Player A is speed knifing with a broken kukri red crystal.
2. Player A's right clicks about 10x in 2 seconds
3. Player A's client tells Crossfire's server that Player A has slashed 10x
4. "Player A has slashed 10x in 2 seconds... this looks legit, better just register those hits without making sure it's legitimate"
5. The server takes this information and sends it back out to the other players. They see Player A swinging their kukri like a lunatic.


How to fix this
============================================================================================
1. Player A is speed knifing with a broken kukri red crystal.
2. Player A's right clicks about 10x in 2 seconds
3. Player A's client tells Crossfire's server that Player A has slashed 10x
4. "Player A has slashed 10x in 2 seconds... He is using a broken kukri red crystal, this doesn't look legitimate, he is either lagging or cheating"
5. The server corrects the information and discards the rest of the information. Then sends Player A's information back out to the other players
6. The other players sees Player A now slashing according to speed.




Here is some information from 3rd party sources.
https://gamedev.stackexchange.com/questions/33922/prevent-multiplayer-cheating



So far Crossfire is poorly designed game where it swallows up every information it receives from all of the clients instead of checking if it's valid.
It has broken one of the most important rule "Don't trust the client" because cheaters can modify values within the client and cause it to send false data.
So if a cheater decides to change their running speed, they can inject some code to modify their running speed value.
The cheater thus can run fast and with a gatling gun. Because the server doesn't check to see if the player's running speed is normal.



I believe this idea is very well known among the game development community, but I know for some FPS games such as Crossfire and Combat Arms they don't really check player's actions. Thus leading to speed knifers, speeders, and all sorts of other client modified cheats.


EDIT:
I give up, everyone just keeps saying that this won't work without fully understanding it. You guys keep telling yourself that the anti-cheat system and reports are the best way to handle cheaters without addressing the flaws I mentioned about them.

Comments

  • There are plenty of ideas to control cheaters and I'll be reviewing the most commonly discussed ideas.

    1. Human patrols - This idea was proposed by many people, and it's such a desperate short term fix. It's like putting a band aid on a amputated limb. Having players to patrol for cheaters is useless since they can be anywhere and there's many of them. It works, but the cheaters won't stop here when they can just recreate a account again. Whether it's GMs or trusted players to patrol, it never really stops cheaters so long as the cheats can bypass the security system. GMs are already filled with other work to do, players are here to play the game, not really here to volunteer for free work (They don't get paid and so they don't have CF's best interest at heart).
    Also another bad thing with human workers deciding if other players are cheaters or not, is that humans like to judge with emotion, they don't care if it's ethical; if someone with power don't like someone else they can get rid of them and without any 2nd thoughts. (This was WHY the kick vote system FAILS TERRIBLY, because if another player rages at a legitimate player, guess whose getting kicked?)

    2. Reporting - There's so much cheaters that the staff team has probably been flooded with more than enough work to do. Cheaters never leaves, they just make a new account and that means more reports for the staff to review. I believe everytime a cheater makes a new account, the staff team will probably receive 3-5 reports on this cheater. I do not know how big the CF staff team is, but I'm guessing it's not even barely 1% of Rockstar's staff team. Seriously reporting is like trying to pick up water with a basket full of holes. Nothing is achieved. The ban system is pretty useless on cheaters since they cheat on accounts meant to be thrown away. At the end of the day, the cheater never goes away. They just come back with a new account. Unless the ban system addresses the problem of cheaters constantly making alternate accounts, reporting is a failed solution in which it achieves nothing at the end, the cheater never goes away.

    3. Buy a better anti-cheat system - X trap and the current anti-cheat system fails to stop cheaters as shown in the history of Crossfire. I believe the anti-cheat systems just checks to make sure the Crossfire client isn't modified in any way before starting up the game. Cheaters just have to wait for it to finish checking then run the cheat. Although I could be wrong, but if cheaters are able to bypass without the anti-cheat system noticing, it's not doing a very good job or the client might have been reversed engineered to remove it from checking for cheats.

    Here is what I think might stop the cheaters for a long term.
    I'll be discussing the client-server model
    ============================================================================================
    1. Player A presses the space bar.
    2. Player A's client jumps on the screen.
    3. Player A's client tells Crossfire's server that Player A has jumped.
    4. The server now knows that Player A has jumped.
    5. The server takes this information and sends it back out to the other players.
    6. All the other player's clients receive the information from the server and Player A on their screen jumps.

    The client-server model is simple. As I explained the client tells the server information and the server sends it back out to the other clients.
    This is what makes me so frustrated the most. The server sees the information, but does absolutely nothing to check if it's abnormal.
    If a cheater tells the server Player A is slashing with broken kukri 1000x in 1 seconds. It does ABSOLUTELY nothing.
    "Alright, Player A's rapid slashing with the kukri looks legitimate, I should just register it on Player B"
    Then Player B gets hit with the speed knifing.

    1. Player A is speed knifing with a broken kukri red crystal.
    2. Player A's right clicks about 10x in 2 seconds
    3. Player A's client tells Crossfire's server that Player A has slashed 10x
    4. "Player A has slashed 10x in 2 seconds... this looks legit, better just register those hits without making sure it's legitimate"
    5. The server takes this information and sends it back out to the other players. They see Player A swinging their kukri like a lunatic.


    How to fix this
    ============================================================================================
    1. Player A is speed knifing with a broken kukri red crystal.
    2. Player A's right clicks about 10x in 2 seconds
    3. Player A's client tells Crossfire's server that Player A has slashed 10x
    4. "Player A has slashed 10x in 2 seconds... He is using a broken kukri red crystal, this doesn't look legitimate, he is either lagging or cheating"
    5. The server corrects the information and discards the rest of the information. Then sends Player A's information back out to the other players
    6. The other players sees Player A now slashing according to speed.




    Here is some information from 3rd party sources.
    https://gamedev.stackexchange.com/questions/33922/prevent-multiplayer-cheating



    So far Crossfire is poorly designed game where it swallows up every information it receives from all of the clients instead of checking if it's valid.
    It has broken one of the most important rule "Don't trust the client" because cheaters can modify values within the client and cause it to send false data.
    So if a cheater decides to change their running speed, they can inject some code to modify their running speed value.
    The cheater thus can run fast and with a gatling gun. Because the server doesn't check to see if the player's running speed is normal.



    I believe this idea is very well known among the game development community, but I know for some FPS games such as Crossfire and Combat Arms they don't really check player's actions. Thus leading to speed knifers, speeders, and all sorts of other client modified cheats.

    Your "Fix" will do nothing but make melee unusable, and the game lag. If the server has to make a calculation for every action for every player, then it's going to start slowing down significantly. Also, the server can't check how many slashes someone does in 2 seconds, and then correct it. If it did that, it'd have to wait 2 seconds to check before sending the data to other clients. That would delay even the legitimate players by 2 seconds. Not good for an FPS game.

    Even if it checked every second, that's still a second of delay before an attack can take place.

    A better way to do it to keep detecting the amount of times they attack in 1 second, yes, but not wait to send the data to the rest of the players. The data should be sent immediately, so as to prevent having to wait 1 second just to attack, and then if it detects that they've swung their kukri 10 times in 1 second, then give an error at the very least.

    You cannot have a rule that checks over 2 seconds before discarding the information.

    Also if you're talking about Rockstar north, besides development, which likely took over 1000 people at the time, their team looks like it stands at around 360 people ish. Smilegate West employs more than 3.6 people.

    A better anticheat would help, but at the end of the day, you will NEVER stop hackers entirely.
  • actually too many calculations means too many loads on servers and u just fix the speeding knife situation what about aimbot and other types of hacking
  • We don't need all this mumpo jumpo. Just a frequently updated anticheat and frequently patched hacks. kthxbai
  • Your "Fix" will do nothing but make melee unusable, and the game lag. If the server has to make a calculation for every action for every player, then it's going to start slowing down significantly. Also, the server can't check how many slashes someone does in 2 seconds, and then correct it. If it did that, it'd have to wait 2 seconds to check before sending the data to other clients. That would delay even the legitimate players by 2 seconds. Not good for an FPS game.

    Even if it checked every second, that's still a second of delay before an attack can take place.

    A better way to do it to keep detecting the amount of times they attack in 1 second, yes, but not wait to send the data to the rest of the players. The data should be sent immediately, so as to prevent having to wait 1 second just to attack, and then if it detects that they've swung their kukri 10 times in 1 second, then give an error at the very least.

    You cannot have a rule that checks over 2 seconds before discarding the information.

    Also if you're talking about Rockstar north, besides development, which likely took over 1000 people at the time, their team looks like it stands at around 360 people ish. Smilegate West employs more than 3.6 people.

    A better anticheat would help, but at the end of the day, you will NEVER stop hackers entirely.
    The calculation is barely even 1 millisecond. We're just recording the last time the player slashed. Then we're comparing the new slash to the previous slash. If it's 2 seconds(I'm using 2 seconds as an example of standard slashing speed for broken kukri, other weapons of course has different slashing speed), it updates the time and registers the slash to other players. I believe the server constantly does health calculation when players get hit by bullets. In Mutation games, if a mutant is barraged by bullets, it's health is going down, the server of course is doing the calculation for the mutant's health each time it gets hit by a bullet. No one seems to lag if everyone gangs up on a mutant and start spraying at it.
    gomhoria wrote: »
    actually too many calculations means too many loads on servers and u just fix the speeding knife situation what about aimbot and other types of hacking
    The server does calculations when you get hit by a bullet. It doesn't put too much load on the server. If you took the time to read carefully about what I wrote:
    The server trusts the client's data too much without checking. Speedknifing is an example of sending false data, aimbotting is a different type of cheat, as long as it doesn't pass through walls, then the server of course will think that's legitimate data. Because the client isn't modifying any data, it's controlling the client, it can read from the client itself to know where the enemy's heads are. Of course the server can't check for that.
    Pooyan wrote: »
    We don't need all this mumpo jumpo. Just a frequently updated anticheat and frequently patched hacks. kthxbai
    Yes we do need this "mumpo jumpo", the anticheat system is clearly shown to be easily bypassed by cheaters. This mumpo jumpo is one of the rules known by cheaters, and they can tell Crossfire any BS information they want and Crossfire just accepts it as is.
  • I understand the idea/concept about better client server "logging", but eventually the hack makers will find a way to hack (bypass) that as well.
  • Other than a daily or weekly update on the anti hack system, I really can't see any other solution. The system they are using as well as the game itself is antiquated, and based on observation, seems simple to hack.
  • Dextreme wrote: »
    I understand the idea/concept about better client server "logging", but eventually the hack makers will find a way to hack (bypass) that as well.

    If they can manage to pull that off, they might as well give their accounts GM status and edit their storage to have all of the guns.
    Hacking into the server to disable checking will be IMPOSSIBLE for these kids who just download some hacks off some website.

    You're going onto a whole new level of hacking, what you're saying is no longer simple cheating, but something only professional hackers who targets large organizations can do.

    I doubt anyone will try to hack into the servers and edit the server files to disable checking.
    The people who creates cheats can only see client values and data, if CF puts the practice of "Don't trust the client", the game clients will only tell the server what inputs they pressed. The cheat makers has no access to the server files, just the client files only.
  • A good suggestion but there are a lot of flaws in what you wrote.
    With regard to the code - usually long and sloppy codes cause more problems, especially in our game after every update and debugging there are more bugs than before, but suppose you are right.

    For your support and statistics:
    Suppose that each hacker opens an average of 5 users (false data), and the support team counts 20 people.
    You may be right - but these are not real data. The GMs do not even share their decision about Users we reported - Whether they were baned or not.

    Let's take for example another game that succeeds in the same field of this game.
    CS: GO
    It is difficult to compare them because it is a game with huge profits, but:
    As for hackers, I rarely encountered hackers there, and that's because to play with every user you have to pay money (small $ 5-10). This lowers the hackers significantly. A user who wants to play hackers will think twice whether he wants to lose his $ 5.

    Anti-Hack system is cooperative and fair: The system itself is very advanced and powerful, with unpredictable updates that can bring hackers in. By surprise, reliable users can send feedback on the games they used and use their report as hackers.
    So many times I reported hackers and got an answer that I was right - who I reported as a hacker got Ban (apparently it passed a few hands, and finally one of the admins decided).
    There is feedback - it's so important.

    Strong serves spread around the world, the game connects you to the server that your ping will be normal, and all other users. For example there will be one with a ping of 12 and one with a 90's.
  • Clearly you haven't seen Spin bot and ESP hack and skin Hack in CSGO and then they get vacbanned (eventually) and that make thier account utterly useless as they can't access thier inventory and other stuff.

    Anyway one way to discourage cheating would be to inventory wipe, Give -1000000 ZP (thus making buying/getting ZP not worth it), Set GP to perm 0 with no chance of increasing, Removed access to Millage Shop and without the HSR you get no event rewards and finally your k/d become -1000000 and that will leave the player with a m16 that will be broken and cannot be repair so extreme recoil, a M700 that will have extreme recoil and a knife making the account worthless.
  • RedCoW92 wrote: »
    As for hackers, I rarely encountered hackers there, and that's because to play with every user you have to pay money (small $ 5-10). This lowers the hackers significantly. A user who wants to play hackers will think twice whether he wants to lose his $ 5.

    This could help the cheating situation, but for Crossfire it's also a type of poison that can kill it as well. CF needs to attract players and encourage them to spend ZP.

    Darkfiro7 wrote: »

    Anyway one way to discourage cheating would be to inventory wipe, Give -1000000 ZP (thus making buying/getting ZP not worth it), Set GP to perm 0 with no chance of increasing, Removed access to Millage Shop and without the HSR you get no event rewards and finally your k/d become -1000000 and that will leave the player with a m16 that will be broken and cannot be repair so extreme recoil, a M700 that will have extreme recoil and a knife making the account worthless.

    This does not discourage cheaters, you fail to acknowledge the point that they can simply create a new account again with a blank new slate. This new account won't have negative ZP/GP, they can get better weapons again. This renders your punishment method useless on them.
  • Simple answer: Ip ban. Exact ip number.
  • BIG816 wrote: »
    Simple answer: Ip ban. Exact ip number.

    Useless against people who have dynamic IP connections.
  • Pooyan wrote: »
    Useless against people who have dynamic IP connections.

    Then (if they can) ban mac address? Ar they gonna switch to another pc just to hack again?
  • buyaka334 wrote: »
    Then (if they can) ban mac address? Ar they gonna switch to another pc just to hack again?

    MAC addresses can be changed pretty easily.
  • Best option is to invest into another anti-hack system or upgrade the servers so people cannot DDOS easily.
  • Best option is to invest into another anti-hack system or upgrade the servers so people cannot DDOS easily.

    I swear... about a majority of the community here does not understand a single thing about computer science and just sling buzz words around.
    DDOS is not cheating. It is however a bunch of requests sent to the server trying to overwhelm it.

    Telling Crossfire to simply invest a better anti-hack system is pointless without doing any research.
    It's like Hind-sight bias. "Oh theres cheaters, Crossfire should've invest a better anti-hack system."
    We did that with X-Trap to a new one. It hasn't change anything.

    This community's ideas mostly revolves around old concepts that haven't been fully explored, whereas cheaters are constantly evolving, looking through every loophole they can find to bypass the security system, and leaving CF in the dust.

    I do agree with you m12_sprayer on one point that the server does need an upgrade. Aside from the server, the entire structure of Crossfire needs an upgrade.

    I mean Runescape is a game older than Crossfire and it started off as a 2D game that constantly evolved its structure to compete with other games. I understand that Crossfire is not Runescape and Runescape is not Crossfire and that both games have their own specialties. But the main point I'm trying to make is that, if Runescape stuck to it's 2D game style it would've lasted for maybe only a good 10 years before it gets most its entire playerbase stolen by some other games. I would also like to point out that too much updating is also bad as seen on Runescape as well. I believe Runescape was so afraid of losing all of their player base that they updated too frequently that it lost it's original theme that most of its players reminiscence about. (It's gotten so bad for Runescape that they had to revive an older version of the game)

    Players like a nice looking game. A good looking game lures new players in.
    Good gameplay and game mechanics keeps them in.

    EDIT:
    I would also like to add one more thing.
    Nostalgia keeps a player forever... if the first thing a players thinks of it was "Ahh that was a fun game, I should check up on it and play it again" rather than "Oh god that game, it has so many faults in it that it's barely playable"
  • Darkfiro7 wrote: »
    Clearly you haven't seen Spin bot and ESP hack and skin Hack in CSGO and then they get vacbanned (eventually) and that make thier account utterly useless as they can't access thier inventory and other stuff.

    Anyway one way to discourage cheating would be to inventory wipe, Give -1000000 ZP (thus making buying/getting ZP not worth it), Set GP to perm 0 with no chance of increasing, Removed access to Millage Shop and without the HSR you get no event rewards and finally your k/d become -1000000 and that will leave the player with a m16 that will be broken and cannot be repair so extreme recoil, a M700 that will have extreme recoil and a knife making the account worthless.

    Actually You're wrong, You can hack in a match making game once a day and not get banned. It takes 11 reports for it to go to the community to watch the demo and if its a good cheat it wont be caught by vac.
  • I swear... about a majority of the community here does not understand a single thing about computer science and just sling buzz words around.
    DDOS is not cheating. It is however a bunch of requests sent to the server trying to overwhelm it.

    Telling Crossfire to simply invest a better anti-hack system is pointless without doing any research.
    It's like Hind-sight bias. "Oh theres cheaters, Crossfire should've invest a better anti-hack system."
    We did that with X-Trap to a new one. It hasn't change anything.

    This community's ideas mostly revolves around old concepts that haven't been fully explored, whereas cheaters are constantly evolving, looking through every loophole they can find to bypass the security system, and leaving CF in the dust.

    I do agree with you m12_sprayer on one point that the server does need an upgrade. Aside from the server, the entire structure of Crossfire needs an upgrade.

    I mean Runescape is a game older than Crossfire and it started off as a 2D game that constantly evolved its structure to compete with other games. I understand that Crossfire is not Runescape and Runescape is not Crossfire and that both games have their own specialties. But the main point I'm trying to make is that, if Runescape stuck to it's 2D game style it would've lasted for maybe only a good 10 years before it gets most its entire playerbase stolen by some other games. I would also like to point out that too much updating is also bad as seen on Runescape as well. I believe Runescape was so afraid of losing all of their player base that they updated too frequently that it lost it's original theme that most of its players reminiscence about. (It's gotten so bad for Runescape that they had to revive an older version of the game)

    Players like a nice looking game. A good looking game lures new players in.
    Good gameplay and game mechanics keeps them in.

    EDIT:
    I would also like to add one more thing.
    Nostalgia keeps a player forever... if the first thing a players thinks of it was "Ahh that was a fun game, I should check up on it and play it again" rather than "Oh god that game, it has so many faults in it that it's barely playable"

    He wasn't saying that DDOS is cheating. I'm certain he was just complaining about the lag we had recently, and he doesn't want that to happen again.

    People still play RS classic, the 2D version.

    RS3 is still incredibly popular with those who want to PVM. The combat mechanics needed to be changed, and people just don't like change, that's why OSRS exists. Also, what does that really have to do with CrossFire? The style of the game isn't changing, it will always be a 3D first person shooter, the core mechanics don't change (Like Runescape did), and the graphics will barely change because of the old engine it's running on. The problem with a massive graphics overhaul, which would make the game look better, is that they will lose half their player base in my eyes. A lot of people that play this game don't have great computers and can barely run it in the first place.

    If people want nostalgia in this game, Alaska and Eagle Eye are still here, some of the oldest maps in the game, one of which will never change how it gets played.
  • He wasn't saying that DDOS is cheating. I'm certain he was just complaining about the lag we had recently, and he doesn't want that to happen again.

    People still play RS classic, the 2D version.

    RS3 is still incredibly popular with those who want to PVM. The combat mechanics needed to be changed, and people just don't like change, that's why OSRS exists. Also, what does that really have to do with CrossFire? The style of the game isn't changing, it will always be a 3D first person shooter, the core mechanics don't change (Like Runescape did), and the graphics will barely change because of the old engine it's running on. The problem with a massive graphics overhaul, which would make the game look better, is that they will lose half their player base in my eyes. A lot of people that play this game don't have great computers and can barely run it in the first place.

    If people want nostalgia in this game, Alaska and Eagle Eye are still here, some of the oldest maps in the game, one of which will never change how it gets played.


    Yeah I'm an old player and I still love the old maps the most (even tho most of them aren't played anymore).
    I love the classics of all modes actually TDM Ship/Egypt/Train/Powerplant all great, EM Crossroad/Colombia both great, both never played tho, S&D Eagle Eye still #1 S&D map I also love Sub Base then you had downtown and factory I believe (not sure about those) and for GM Lab and Hakenkreuz both great.

    For the graphics I don't want it to be changed I like it the way it is. In fact the main reason I started (and stayed) playing crossfire was because you had BL (Green) and GR (Blue), now I'm colorblind, but I can actually see the difference between this 2 colors. This was my first shooter, after this I tried some others, but this is the only one that's really great for people that are colorblind imo.
    Also I love the current graphics of the game, it doesn't have to have the graphics of COD I actually like it the way it is best.


    ~ Koen
  • ip adress/mac adress ban would not be an option since there are people who play in net cafes and public computers as well. They have to upgrade the anti-cheat but they should also put restrictions on accounts IMO. Same with ranked the rank restriction should increase to Captain or Major.
  • He wasn't saying that DDOS is cheating. I'm certain he was just complaining about the lag we had recently, and he doesn't want that to happen again.

    People still play RS classic, the 2D version.

    RS3 is still incredibly popular with those who want to PVM. The combat mechanics needed to be changed, and people just don't like change, that's why OSRS exists. Also, what does that really have to do with CrossFire? The style of the game isn't changing, it will always be a 3D first person shooter, the core mechanics don't change (Like Runescape did), and the graphics will barely change because of the old engine it's running on. The problem with a massive graphics overhaul, which would make the game look better, is that they will lose half their player base in my eyes. A lot of people that play this game don't have great computers and can barely run it in the first place.

    If people want nostalgia in this game, Alaska and Eagle Eye are still here, some of the oldest maps in the game, one of which will never change how it gets played.

    I doubt Crossfire gets purposely DDOS.
    As I said, if a game gives someone nostalgia, they successfully kept a player for life. Yes, players do play RS Classic.
    But my main point is that, the only nostalgia Crossfire has been giving players is that it's full of cheaters. A lot of the post threads made by returning players asks "Is there still a lot of hackers?"
    Crossfire's graphics are not bad, it's just the poor design structure feel it gives off to players.

    Anyway, I don't understand how upgrading just the server to handle requests better is going to stop cheaters.
  • He wasn't saying that DDOS is cheating. I'm certain he was just complaining about the lag we had recently, and he doesn't want that to happen again.

    People still play RS classic, the 2D version.

    RS3 is still incredibly popular with those who want to PVM. The combat mechanics needed to be changed, and people just don't like change, that's why OSRS exists. Also, what does that really have to do with CrossFire? The style of the game isn't changing, it will always be a 3D first person shooter, the core mechanics don't change (Like Runescape did), and the graphics will barely change because of the old engine it's running on. The problem with a massive graphics overhaul, which would make the game look better, is that they will lose half their player base in my eyes. A lot of people that play this game don't have great computers and can barely run it in the first place.

    If people want nostalgia in this game, Alaska and Eagle Eye are still here, some of the oldest maps in the game, one of which will never change how it gets played.

    Yup I never mentioned DDOS as cheating, but it defintely is illegal. And before people go saying Im making assumptions I know a guy who was quite insulting and said he would DDOS one of the servers, and guess what a minute later the server he said he would DDOS went jnto maintainence. This happened multiple times
  • Checking forums after a while, just to see threads with exact same topic as when I left.
    Annoying lag in uk servers, worrying amount of hackers not getting banned, effective anticheat /s, egyptian people not being able to join the game, and so on

    Nope, bye