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2012-06-24, 01:10 AM | [Ignore Me] #214 | ||
First Sergeant
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The main reason you'll see MMOs having exploits is a lack of understanding of how to secure MMOs against tampering (particularly, trusting the client tends to be unwise). This was more of a problem in Ultima Online early on, because it was the first. The developers literally had to realize that they couldn't trust the client, and had to validate everything the client told the server, and what it was trying to do, in order to secure the game against cheating. (e.g. the client says it is going to walk here, can that client's player character actually walk there? Hmm, nope, there's a wall there! Reject the move command and leave them where they are (the client experiences rubberbanding at this, but normally it is moving the PC/view/world locally as you move, and only reverting it if the server thinks it was wrong about whether a move was valid))
PunkBuster seems superfluous unless the server is actually trusting the client and trusting PunkBuster to police it, which does not to me seem the most prudent course. |
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2012-06-24, 01:22 AM | [Ignore Me] #216 | ||
Staff Sergeant
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Ya to look at it that way, yes we should not discuses what will stop them but look at what other did wrong before PS2 does the same. We, the community, need to stop PS2 from walking the same path that every other free FPS goes down or at least nullify it.
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2012-06-24, 01:29 AM | [Ignore Me] #218 | |||
Major
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It would except they claim to have stuff built into the game to help point out cheaters to the Admins. So with the assistance of the right tools they may be able to find, observe, and ban cheaters very quickly. However it still seems like a moot point to me unless have your account banned means anything. With it being F2P there is no real money loss to discourage them. Which is why I advocate them requiring a Credit card to make an account. So that the hassle of obtaining a new card to cheat overwhelms the urge to. |
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2012-06-24, 01:37 AM | [Ignore Me] #219 | |||
Staff Sergeant
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In the end they just outsource it and wash their hands clean of the problem. In the end they always fail. |
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2012-06-24, 01:48 AM | [Ignore Me] #221 | ||
First Sergeant
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Most of you seem to assume that PS2 has the same security model as a generic FPS, but those generally work completely differently from MMOs owing to the fact that the servers for most FPSes are not backed by large budgets, extremely powerful, with huge amounts of bandwidth, in ideal locations to keep ping times low, etc, and thus you cannot expect them to be using the same security methods as modern security-conscious MMOs (as those depend both on low latency and advanced techniques to disguise the fact that the server(s) have to validate actions).
Some FPSes simply trust a client when they say that they shot someone. Some require the server to validate some things, but trust clients on others. Few do full server validation of everything, and it's possible to screw it up (Hardwar did, by trying to process every button press at a computer terminal on the server and send back the results, which was S-L-O-W (player-run-servers probably didn't help)). For an MMO, trusting clients (rather than not trusting them) tends to result in the staff having to wage an endless war against cheating / exploiting, unless they rewrite their (client-server communication) system to not trust clients, as Origin/EA did for UO. For non-MMOs, the war tends to only last for a little while, as developers tend to only support games for a time before moving on. Last edited by Trafalgar; 2012-06-24 at 01:50 AM. |
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2012-06-24, 02:21 AM | [Ignore Me] #222 | |||
Second Lieutenant
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SOE will have no better luck than the guys at Valve or at Punkbuster in combating these cheats through preventative measures. It's an arms race, and like virus protection, the bad guys are, necessarily, always one step ahead. This leaves us with reactive measures-- but if banned cheaters can just create another free account and start cheating all over again, then it'll be an unending game of whack-a-mole.
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2012-06-24, 02:40 AM | [Ignore Me] #224 | ||
Captain
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This actually works really well. Someone I know (purposefully not naming who) tried to make a ton of fake FaceBook accounts for the PS2 advertising. I think he ended up only getting away with between 4 and 8 before FB started forcing him to enter phone numbers.
Also Google Talk or whatever it is called wouldn't validate for FB at that point either. Pretty sure it was because they noticed he was using multiple different email accounts all registerd from the same IP, but the general idea that using Phone Numbers to authenticate stuff is pretty handy. However not everyone has a cell phone :/ and the point of F2P is to get as many people as conceivably possible to play the game. However I seriously hope that SOE does not somehow think to link authenticating spam accounts to FB accounts is a good idea. That would be a massive turn off for me and I'm sure for a very large portion of people, too. Almost worse than requesting CC info upfront. Last edited by Kran De Loy; 2012-06-24 at 02:45 AM. |
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2012-06-24, 03:45 AM | [Ignore Me] #225 | ||
Corporal
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Is that what GODJOEY is planning on doing? Or is he planning on owning himself on the forums again, creating a fake account to agree with himself, and then posting under that account forgetting that he didn't log back into his original account and thanking said fake account for sticking up for him?
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