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anzu (DayZ)

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Posts posted by anzu (DayZ)


  1. We only have them on so we can catch hackers. They have become a serious problem and tags are on for the sole purpose of catching them. I actually would like to turn them off, if hackers were not such an issue. :-\

    Unfortunately, since "killed by" messages are disabled in DayZ, it makes it even more difficult to detect cheaters mass slaying or teleporting and killing people.


  2. I am the server admin for US153 hosted by Anzu's War Games. Please post any questions, comments, suggestions, cheat reports, etc on this thread. I will try to answer them in a timely fashion. Our server runs the following settings:

    We are now running both our DayZ servers on a private HIVE on Lingor Island

    You will need the DayZ Lingor v0.34 files, which you can download from this torrent:

    Name: DayZLingor AWG Delta

    Hostname: dayz.anzuswargames.info

    IP: 216.244.82.122

    Port: 2312

    Player slots: 35

    Difficulty: Regular

    3DP/3rd Person View: ON

    Tags: ON

    Crosshairs: ON

    Server does automated restarts every 4 hours with 10, 5, 2 and 1 minute warnings.

    b_560_95_1.png

    Name: DayZLingor AWG Omega

    Hostname: dayz.anzuswargames.info

    IP: 216.244.82.122

    Port: 2342

    Player slots: 30

    Difficulty: Regular

    3DP/3rd Person View: ON

    Tags: ON

    Crosshairs: ON

    Server does automated restarts every 4 hours with 10, 5, 2 and 1 minute warnings.

    b_560_95_1.png

    Our server is a true dedicated machine running 2 DayZ servers sharing the same HIVE.

    Specs:

    2x Quad L5420 2.5GHz 8 Cores 8 Threads

    16GB DDR 1300MHz

    7.2k HDD

    100Mbit connection

    Located in Seattle, USA

    We also have a website with our own forums at http://AnzusWarGames.info if you cannot reach us on here.


  3. I run US153 and today we had two confirmed cheaters. First, we had a guy spawn a AH64 and trying flying over Cherno. Luckily, we had switched tags on recently specifically to catch hackers, and I was able to see his name and ban him before anything bad happened. Second, right as I was about to sign off for the night, we had a guy come on, slayed several others and I (I believe everyone in the server but I'm not sure, as I was kicked from game immediately after being killed and server was locked/passworded). I had RCON open on another screen and could see this guy spamming ads for his cheats on chat in-game. Saw his name, banned immediately.

    Just wanted to report the info for anyone whos interested.

    Incident #1:

    Cheater spawned AH64

    Date: 07-08-2012

    Time: between 2am and 5am EST, cant remember for sure

    Name: "Garner"

    GUID: bbd2482d42f9a19341f8eb8ebdb3007e

    IP: 71.156.185.62

    PlayerID: 32084230

    Evidence: See video. Logs available upon request. Also, at least 3 witnesses, including myself.

    http://www.youtube.com/watch?v=DPtJE8g97jE

    Incident #2:

    Cheater slayed players, spammed ads

    Date: 07-08-2012

    Time: around 7:20am EST

    Name: "Gunner Cheats"

    GUID: bd9dd72ea4d62abcc42cf9f99fb50561

    IP: 206.188.75.163

    PlayerID: 19813254

    Evidence: Every player in the server witnessed it and was chatting about it. Logs available upon request. No vids or pics, sry.

    Can anyone provide some suggestions or tools for catching cheaters/hackers? Can anyone provide some signatures or something to look for in the logs that will tell me for sure if someone is using cheats? I'm fed up with them and willing to try nearly anything to stop it. :-\

    • Like 2

  4. Hey zigzagzig, I run US153 and we do restarts on a daily basis, sometimes multiple times per day. We also update to beta patch usually as soon as it's released (which requires a restart as well). This is all done in an attempt to keep the server running smoothly for all players.

    There have been a few instances where upon restarting the server, vehicles and tents have completely disappeared. They USUALLY come back after a second restart, but not always. Anyways, just wanted to respond to ur post and let you know what goes on.

    Also, we always try to give a 5 minute warning before restarts. In fact I can't remember a time where we didnt give atleast a 3-4 minute warning. I usually lock the server right after i give a warning about reboot, to prevent ppl from joining immediately before it reboots. However it is unlocked as soon as it is rebooted and does not remain locked.

    Let me know if you have any questions or further concerns :)


  5. Also' date=' we don't require RDP access. In fact, it is discouraged. We currently only have RDP details stored for around 15% of servers.

    [/quote']

    Oh okay, kool. That makes me feel better about setting up my own DayZ server.

    Server setup is transitioning to an entirely community run affair. This is because myself and the others assisting with core development issues do not have the time' date=' nor want the risk of dealing with the potential for such an issue as the suggested "zombie mod server zombie botnet".

    [/quote']

    Awesome news.

    As I understand it' date=' those assisting with server setup will often get the RDP details to help with the setup. However, these RDP details even if given are not recorded for the DayZ dev team to use. They're a one-time thing, its not part of any process any longer to store these details. The vast majority of new server providers are simply given instructions, download links, and instance files.

    [/quote']

    Oh I see. I was under the assumption that the dayzdevteam had all these RDP details stored somewhere for use in getting servers setup and that all these credentials were compromised. This is why I was a bit shocked when I read the original post.

    I've been advocating putting the instructions for setting a server up along with all the files public' date=' but there are some security issues present with this.

    The server side of the mod has been under the most significant revamp of any area of the code between me and viper, so it hasn't been practical to consider this issue. An example of this is the movement from HIVE from a standalone console app (exe) to a dll loaded directly within the ArmA2 server exe.

    We're currently running around 9000 peak, and 5000 offpeak for concurrent users. That's enough for capacity testing. We have around 400 servers, which is a nightmare for coordination. The main thrust of my server admin efforts have been to partner with large organizations which can host 10 or more servers and self-manage them. I am sure you can appreciate this makes the task much easier.

    How this whole process will work is being looked into, but rushing into process changes in this area is not a good idea and will just make matters worse.

    [/quote']

    You guys have really made huge improvements since the alpha was first released, and I appreciate all the hard work and dedication you guys put in to this mod (and its community!) :) I understand it's an alpha and a work in progress, so there are things that are still being ironed out. I just wanted to bring some attention to the security implications of some of the things it seemed like you guys were doing (namely the RDP thing).

    From what you've said, it sounds like you guys have great plans for DayZ's future. Looking forward to see it develop further :)


  6. Hello dayzdevteam, as my first post here, I must start out by saying I absolutely love the DayZ mod and have been really impressed with the amount of detail and effort that has gone into this project. I've pretty much been playing nonstop 24/7 since DayZ came out, and having so much fun as well :)

    As a group leader and server administrator, I am very interested in getting my own DayZ server setup. However, as a networking enthusiast with a strong interest in security, I am also quite cautious about the software and access restrictions that I put on my servers. Unfortunate to say, I have noticed some disturbing trends by the dayzdevteam when it comes to security.

    Upon looking in to setting up my own DayZ server, I read online here that dayzdevteam requires Remote Desktop access to independently run DayZ servers. As illogical as this seemed to me, I thought maybe there is some kind of method to their madness. After all, the mod is hugely popular and there are many servers running already.

    Well, in light of this recent event:

    http://www.dayzmod.com/forum/showthread.php?tid=9123

    I now have some serious concerns about the security policies of the dayzdevteam.

    Using email as a way of storing passwords doesn't sound like the best practice :-\

    I really hope the dayzdevteam starts taking security more seriously from this point forward, because I can guarantee you will see more idiots like this guy trying to mess things up. You're mod has become so popular that you attract the good ppl along with the bad, so you need to be prepared for the worst.

    Sorry if this sounded like just a rant. I don't mean it to be, I just don't want to see this awesome mod be overrun by script kiddies and griefers :-\

    ---

    P.S.: You could avoid a lot of security issues if you switched servers to linux ;) (or at least supported linux servers)

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