A Better Hacking Solution
I have read a lot of the threads regarding hackers. A lot of them are not very thought out, or are incomplete and without certain considerations (or they don't mention they know the amount of work it would take to implement).
I do have a different solution than has been offered up most of the time, albeit I am sure it has been debated and discussed somewhere at some time. I also know that it would take a massive amount of work and debugging to ensure it is implemented successfully, but I believe it would alleviate enough of the problem to return CF to enough of a state of calm so that other issues could be addressed or new content could be worked on.
Currently a lot of man-power goes in to ensuring hack reports are watched, verified, and dealt with. I have a personal feeling that it would be more productive to eliminate the potential for hacking than eliminating the people that hack. Now, I have an understanding that Z8Games is not the anti-hack software providers (though I may be wrong, I haven't spent any quantity of time to verify what affiliation Z8Games has with the anti-hack software). While I appreciate this difference, I believe it would benefit the CF community if Z8Games were to implement several large, key changes to every map:
1) Speed Hackers
Implement a map-specific "running speed" calculation. This would be monitored continuously. This running speed could at no time be above the given value of someone running with a knife (quickest movement speed available). Any calculation that returned a value higher than the knife running speed would do any number of things (kick the person, ground them in one place for a period of time, etc.).
There is also the option to implement a "weapon speed" calculation. This would put a running speed value on a player on a per-weapon basis. For example, when you first pull out an AWM you are then limited to move at the AWM calculated speed. If the calculation returned anything different, the above penalties could be applied.
Pros: Disallows any person to abuse speed hacks at any given time in the game, while immediately penalizing people that do manage to pull something off.
Cons: Might confuse lag for speed hacking, would have to account for movement in all directions, would have to account for jumping, crouching, etc.
2) One-Shot Hackers
Calculate the amount of damage any one person takes per bullet. If the amount is 100+ per bullet, the weapon is not a 1-kill sniper rifle, and the shot was not a headshot, any number of penalties could apply in-game after the calculation.
Pros: Prevents players from utilizing 1-shot kill hacks against more than 1 person at any given time.
Cons: Grazing bullets could be an issue, many variables to consider.
3) Walk-Through-Wall Hackers
Cut out any section of the map underneath a box or under objects like blocks of wall or pillars. This cut out section would not have to be exactly as big as the object underneath; one, the object would also fall through the floor if the section cut out was larger or as large as the object, two, for a hack to be completely inside a wall or box they must remain in the middle section of the object, otherwise a shoot-able portion of their body is exposed.
Pros: Any player that walks through a wall of sufficient size would fall to their death, prevents glitching inside a box.
Cons: Thin walls would likely not affect a hacker, players that are accidentally pushed into a wall would die instantly instead of taking periodic damage, requires a massive overhaul of all current maps.
4) Aim-Bot Hackers
Currently a very difficult implementation process. Because a random slew of headshots from a legitimate player can be misconstrued as hacking, it is not possible to differentiate unless there are tell-tale signs (snap-aiming, excessive spinning, tab-targeting).
5) Shoot-Through-Wall Hackers
Difficult to implement unless there is a way to add a "shield" into each wall that cannot ever be shot through. I imagine walls can be shot through because it is a game mechanic that some corners of walls are viable areas to shoot through (Global Risk, Egypt, lower right sniper position for example). I wouldn't know where to look for a fix for this. Because of the addition of the "KILLER" text, it is easier to spot where the hacker shot you from. This can sometimes be confused with being clipped through the edge of a wall or box due to server lag or computer lag.
6) See-Through-Wall Hackers
As stated above, the "mesh wiring" of the players are visible because each player needs to have a body with damage zones, etc. This is a game mechanic and I wouldn't know where to start with fixing this. The best way to catch these hackers is to hide in absurd places and laugh when they give you the proof you need to get them banned by shooting you immediately upon rounding the corner.
As I stated previously, I know that it would take a massive amount of work and debugging to ensure it is implemented successfully. However, I believe that if these kinds of changes are made, they will ensure to a better degree that hackers are both dealt with and dissuaded in an efficient and timely manner. I am open to discussion, debate, and constructive criticism. If you're just going to post something off-topic or that tears down different aspects of my post without offering your own re-visioning, don't waste your time, my time, and other readers' time.
I do have a different solution than has been offered up most of the time, albeit I am sure it has been debated and discussed somewhere at some time. I also know that it would take a massive amount of work and debugging to ensure it is implemented successfully, but I believe it would alleviate enough of the problem to return CF to enough of a state of calm so that other issues could be addressed or new content could be worked on.
Currently a lot of man-power goes in to ensuring hack reports are watched, verified, and dealt with. I have a personal feeling that it would be more productive to eliminate the potential for hacking than eliminating the people that hack. Now, I have an understanding that Z8Games is not the anti-hack software providers (though I may be wrong, I haven't spent any quantity of time to verify what affiliation Z8Games has with the anti-hack software). While I appreciate this difference, I believe it would benefit the CF community if Z8Games were to implement several large, key changes to every map:
1) Speed Hackers
Implement a map-specific "running speed" calculation. This would be monitored continuously. This running speed could at no time be above the given value of someone running with a knife (quickest movement speed available). Any calculation that returned a value higher than the knife running speed would do any number of things (kick the person, ground them in one place for a period of time, etc.).
There is also the option to implement a "weapon speed" calculation. This would put a running speed value on a player on a per-weapon basis. For example, when you first pull out an AWM you are then limited to move at the AWM calculated speed. If the calculation returned anything different, the above penalties could be applied.
Pros: Disallows any person to abuse speed hacks at any given time in the game, while immediately penalizing people that do manage to pull something off.
Cons: Might confuse lag for speed hacking, would have to account for movement in all directions, would have to account for jumping, crouching, etc.
2) One-Shot Hackers
Calculate the amount of damage any one person takes per bullet. If the amount is 100+ per bullet, the weapon is not a 1-kill sniper rifle, and the shot was not a headshot, any number of penalties could apply in-game after the calculation.
Pros: Prevents players from utilizing 1-shot kill hacks against more than 1 person at any given time.
Cons: Grazing bullets could be an issue, many variables to consider.
3) Walk-Through-Wall Hackers
Cut out any section of the map underneath a box or under objects like blocks of wall or pillars. This cut out section would not have to be exactly as big as the object underneath; one, the object would also fall through the floor if the section cut out was larger or as large as the object, two, for a hack to be completely inside a wall or box they must remain in the middle section of the object, otherwise a shoot-able portion of their body is exposed.
Pros: Any player that walks through a wall of sufficient size would fall to their death, prevents glitching inside a box.
Cons: Thin walls would likely not affect a hacker, players that are accidentally pushed into a wall would die instantly instead of taking periodic damage, requires a massive overhaul of all current maps.
4) Aim-Bot Hackers
Currently a very difficult implementation process. Because a random slew of headshots from a legitimate player can be misconstrued as hacking, it is not possible to differentiate unless there are tell-tale signs (snap-aiming, excessive spinning, tab-targeting).
5) Shoot-Through-Wall Hackers
Difficult to implement unless there is a way to add a "shield" into each wall that cannot ever be shot through. I imagine walls can be shot through because it is a game mechanic that some corners of walls are viable areas to shoot through (Global Risk, Egypt, lower right sniper position for example). I wouldn't know where to look for a fix for this. Because of the addition of the "KILLER" text, it is easier to spot where the hacker shot you from. This can sometimes be confused with being clipped through the edge of a wall or box due to server lag or computer lag.
6) See-Through-Wall Hackers
As stated above, the "mesh wiring" of the players are visible because each player needs to have a body with damage zones, etc. This is a game mechanic and I wouldn't know where to start with fixing this. The best way to catch these hackers is to hide in absurd places and laugh when they give you the proof you need to get them banned by shooting you immediately upon rounding the corner.
As I stated previously, I know that it would take a massive amount of work and debugging to ensure it is implemented successfully. However, I believe that if these kinds of changes are made, they will ensure to a better degree that hackers are both dealt with and dissuaded in an efficient and timely manner. I am open to discussion, debate, and constructive criticism. If you're just going to post something off-topic or that tears down different aspects of my post without offering your own re-visioning, don't waste your time, my time, and other readers' time.
Comments
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Several Known Problems
There are several problems I have found that accompany the above proposed solutions.
1) A 1-shot hacker would use a sniper rifle while shooting through walls to ensure they would not be penalized as a 1-shot hacker.
2) Hackers that walk through walls would only be partially visible once half inside a wall and could also abuse thin walls by moving forwards and backwards to shoot and then get out of harm's way.
3) More to come... -
SwEBobby1995 wrote: »No use of posting, Crossfire crew doesnt care. Ppls have been posting about hackers since the very start of crossfire.. they havent listened yet so why should they listen now?
Saying they don't care is quite short-sighted.
They have been listening to people, the problem is with implementation. It takes a lot of work, a lot of code. To prove they have been trying to take care of the hacking problem, during one patch they completely turned over the code. It got rid of hackers for quite a while. Of course, as with anything that has code, it can be hacked.
I'm suggesting game-altering solutions that, while they would take a while to create, debug, and insert, would inevitably prevent these types of hackers from taking advantage of the code. -
They made "Suggestions" just to make thier forum look bigger.
Tell me one time when a suggestion made by a player have become something.. They give a damn **** about players opinion, they want cash thats all.
Crossfire should contact other games which had kick option from the begging that already removed it. Crossfire staff are just ******* *** ****** **** ***** -
SwEBobby1995 wrote: »They made "Suggestions" just to make thier forum look bigger.
Tell me one time when a suggestion made by a player have become something.. They give a damn **** about players opinion, they want cash thats all.
Crossfire should contact other games which had kick option from the begging that already removed it. Crossfire staff are just ******* *** ****** **** *****
I have yet to read the entire suggestions forum to discern what has been suggested to implement or change, but I am certain and with no doubt that player suggestions are at the very least taken into consideration before being thrown out or used in other ways. -
SwEBobby1995 wrote: »They made "Suggestions" just to make thier forum look bigger.
Tell me one time when a suggestion made by a player have become something.. They give a damn **** about players opinion, they want cash thats all.
Crossfire should contact other games which had kick option from the begging that already removed it. Crossfire staff are just ******* *** ****** **** *****
How did those other games do instead of a kick option?
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