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[SA] Hacks, Exploits, and Cheat PREVENTION IDEAS HERE

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There isn't any community feedback about this. If anyone has anyone has ideas on how to prevent hacking in DayZ [sA] feel free to post.

My idea would be a altered file detection and it will kick you from the game.

heres a WIKI of hacking

and if Battle Eye Anti-Cheat makes it way into the standalone ..... man FUCK BATTLEYE

Edited by Guest

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There's gotta be a way, to simply scan the entire game files, and if anything is unusual, just keep that player from playing.

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well yeah kinda of what happens with the mod lol most of the game object are all based on the server rather then the client that limits what can be done

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There's gotta be a way, to simply scan the entire game files, and if anything is unusual, just keep that player from playing.

1. You can't just scan the entire game directory all the time as it would consume way too much resources (HDD read, CPU and the server that has to check it);

2. Most of the modern hacks do not touch the games' files at all, they modify it's memory, read/ write from it and/ or run completely external.

It's quite obvious that most types of hacks (scripting etc.) present in the mod will not be present in the SA due to the new Server-Client Architecture. However, the actual numbers of cheaters will most likely not decrease than rather increase compared to the mod. The SA will have more players than the mod, it will be very popular after all (probably as popular as any new AAA Title) and therefore there will be lots of cheaters (at least when they stick to VAC only); they will just use different types of hacks, not scripts, but things like ESP, Aimbots, Maphacks, even when they're limited in their use.

They can not fix these types of cheats by themselves, they have to rely on anti-cheat software to detect it. This being VAC only at the moment, things might become bad as it is known to have low detection rates on private hacks and still takes very long to react to public hacks (see MW2/ MW3, Homefront, CS) in comparison to BattlEye which is superior to VAC in terms of detection rates and reaction time in any way. And no, BattlEye can not only detect scripts and stuff related to scripts - this is only an addition of it for the Arma series - it detects all kinds of hacks very frequently and fast.

Edited by Nik21
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I suggest you learn something about this topic before you post about it.

1. You can't just scan the entire game directory all the time as it would consume way too much resources (HDD read, CPU and the server that has to check it);

2. Most of the modern hacks do not touch the games' files at all, they modify it's memory, read/ write from it and/ or run completely external.

It's quite obvious that most types of hacks (scripting etc.) present in the mod will not be present in the SA due to the new Server-Client Architecture. However, the actual numbers of cheaters will most likely not decrease than rather increase compared to the mod. The SA will have more players than the mod, it will be very popular after all (probably as popular as any new AAA Title) and therefore there will be lots of cheaters (at least when they stick to VAC only); they will just use different types of hacks, not scripts, but things like ESP, Aimbots, Maphacks, even when they're limited in their use.

They can not fix these types of cheats by themselves, they have to rely on anti-cheat software to detect it. This being VAC only at the moment, things might become bad as it is known to have low detection rates on private hacks and still takes very long to react to public hacks in comparison to BattlEye which is superior to VAC in terms of detection rates and reaction time in any way. And no, BattlEye can not only detect scripts and stuff related to scripts - this is only an addition of it for the Arma series - it detects all kinds of hacks very frequently and fast.

I was just making a suggestion, no reason to scholar me like that.

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I was just making a suggestion, no reason to scholar me like that.

Don't take it like that, it was well-meant :) - just busting some myths.

Edited by Nik21
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Guest

3/4 page later and ready to shoot myself because forums have this stupid ass "quote" feature

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3/4 page later and ready to shoot myself because forums have this stupid ass "quote" feature

nowt wrong with the quote feature

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There is a problem with modding because ARMA is a very open game to modding. ARMA allows users to edit the game to add new maps and weapons and game modes such as DayZ so the community can play the game their way but due to this it is very easy to get "hacks". SA will not be as open and it will also have a lot of the spawning and teleport stuff moved to server side only this will halt a lot of the modding that has been running rampant in DayZ. I believe I am correct in this from what I have seen about SA.

Edited by TheIrishSpaniard
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Not sure how many "traditional" hacks will work on this new setup they keep talking about. Loot duping should be done with entirely. Anything to do with ones attributes, (health, food, drink, wounds), are kept entirely server-side so god mode and killing scripts should be impossible so long as the server double checks damage between the attacker and victim and not just one of them. Teleporting is server side. Creation of anything in game is server side. ESP hacks might work at close ranges but that depends on whether or not the server broadcasts the locations of everything within X meters to your client and not just the things you can directly see. Changing that could eliminate ESP hacks or at least limit them. Then if they add VAC and Battleeye together it might help make hacking much less an issue than it is right now. At least I hope it does as it sounds pretty promising as is.

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3/4 page later and ready to shoot myself because forums have this stupid ass "quote" feature

It's not that bad.

Anyhoo, I think Nik21 pretty summed up my thoughts and concerns about hacking in the SA.

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