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Ozelot (DayZ)

Will hackers really be subdued in SA? Not likely.

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Rocket seems confident that hacking will no longer be a problem in the standalone, but how likely is it really? There simply is no such thing as an unhackable game, and considering we're using the same engine as before, many of the pre-existing exploits and flaws will still be there.

 

Even if SA is amazing, it will be utterly ruined if hacking continues to go unchecked as it has.

Edited by Ozelot
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you are right there is no such thing as an unhackable game

 

but we should no longer be teleported or have cows droped in to the map

 

it should just be the normal aimbots, wall hacks ect

Edited by King Tubbs

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considering we're using the same engine as before, many of the pre-existing exploits and flaws will still be there.

The reason DayZ/Arma was scripted so much was because it was easy to script on the Arma 2 engine, the new DayZ (Arma 2.6 Omega Beta Zulu engine) doesnt allow this and scripting will be ALOT harder.

 

long ranged ESPs SHOULD be stopped by the client bubble aswell.

 

and apparently the standalone will have Valves Anti Cheat thing to ban hackers too....not sure if that's actually true

Edited by RekliSnipez
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No. No game is safe from hacks and exploits. However as it has been previously mentioned, the amount of hackers and the severity of what they can do will be reduced significantly, or so I hope.

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Rocket seems confident that hacking will no longer be a problem in the standalone, but how likely is it really? There simply is no such thing as an unhackable game, and considering we're using the same engine as before, many of the pre-existing exploits and flaws will still be there.

 

Even if SA is amazing, it will be utterly ruined if hacking continues to go unchecked as it has.

 

Many of the existing hacks... and lag... exists in the DayZ mod because ArmA II updates every client with every thing that changes. My machine doesn't need to know that your character was just given a bloodbag when you are in Berinzino and I am in Cherno. On top of that the mod was open to scripts including ones run client side. With the majority of things running server side you will see a lot less scripts being functional from the client end of things. This whole network bubble they are working on is going to limit what information our client gets so there will be less "ESP" available and a less hooks for scripts to work with. 

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Exactly.  Much of the hacking you see in the mod isn't actually hacking, it's people running scripts which Arma 2 is designed to allow for modding/mission editing etc.

 

In the SA that simply won't be possible although of course as with any online/multiplayer game hacking will always be an issue but it sounds like the devs are doing their best to limit what can be done.

Edited by Fraggle
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Nobody has ever said it'd be hack free, ever.

I'd certainly consider anything an improvement over the hackability of the mod. And if I only see a hack maybe once a day, I'll agree, the problem was solved.

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And you're definitely not going to be nuked in the middle of nowhere. That's what made DayZ almost die.

 

But you'll still have a couple of foulplayers - just not in the frequency or severity like in the mod.

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Guest

My Brother,

 

Where darkness falls over Chernarus, I shall be there. My light will guide you to salvation, and to the land of the free.

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Even if it may look the same on the outside, they are not using the same engine as before, that's the whole point of standalone. The game will not be unhackable for sure but with the new client-server architecture many of the current hacks and expliots such as spawning in items or flying cows, teleporiting other players etc will be literally impossible.

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I would honestly be surprised if things weren't almost just as hectic as when the mod first came out... Hacks everywhere.

 

There's simply too many vulnerabilities in the engine itself. Just because scripts can't be written as easily, doesn't mean they can't be made.

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Even BF3 has many hackers with everything going through Origin cloud sync/Battlelog and so on, you can't stop them.

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I would honestly be surprised if things weren't almost just as hectic as when the mod first came out... Hacks everywhere.

 

There's simply too many vulnerabilities in the engine itself. Just because scripts can't be written as easily, doesn't mean they can't be made.

It literally does.

The only reason it's so rampant at the moment is that the Arma II engine was never made to prevent hackers - actually the opposite.

It's a VERY forgiving engine that lets you run pretty much anything, the only reason DayZ has stopped so many hackers is due to all the third-party work from modders.

Users don't have the ability to run scripts at all on the standalone, it's a completely different architecture that doesn't just allow users to interact with the server and get what they want, the server handles a lot of the data itself rather than trusting the client itself.

Obviously you can't 100% stop hackers but it will be nowhere as bad as DayZ Mod.

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Don't be butthurt.

hey you woke me!

shut the fuck up and have some one wake me when you are gone

 

Also I cant be buthurt because the last time I gave a fuck was september 19.

so HA!

Edited by meat pie
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I would honestly be surprised if things weren't almost just as hectic as when the mod first came out... Hacks everywhere.

 

There's simply too many vulnerabilities in the engine itself. Just because scripts can't be written as easily, doesn't mean they can't be made.

The scripts can be written easily... they can't be injected however because the server is going to be all:

Server: "Give me an update on what your player is doing."

Client: "Well he is accessing his bzrrrrt&^%#*^&% - Spawn Helicopter."

Server: *laughing* "Ah... I remember the days I had to listen to you. Those were hilarious days... but seriously what is he doing?"

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The reason DayZ/Arma was scripted so much was because it was easy to script on the Arma 2 engine, the new DayZ (Arma 2.6 Omega Beta Zulu engine) doesnt allow this and scripting will be ALOT harder.

 

long ranged ESPs SHOULD be stopped by the client bubble aswell.

 

and apparently the standalone will have Valves Anti Cheat thing to ban hackers too....not sure if that's actually true

yeah along with serverside proccessing most hackers won't be... well hacking!

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There's simply too many vulnerabilities in the engine itself.

That's why they're re-writing the way the engine works at a fundamental level.  Of course though, the proof of the pudding is in the eating, we will see.....

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I would honestly be surprised if things weren't almost just as hectic as when the mod first came out... Hacks everywhere.

 

There's simply too many vulnerabilities in the engine itself. Just because scripts can't be written as easily, doesn't mean they can't be made.

What happens when the game does not allow the injection of scripts? That was always the problem with the DayZ mod was Arma 2 was built to allow scripting whereas the standalone is not being built in the same manner. I have no doubt that hacks will pop up for the Standalone but the hope is they are easier to detect and they happen with less regularity.

There is an easy way to see if you are right though...wait for the game to come out and read up on the subject before making the purchase.

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hey you woke me!

shut the fuck up and have some one wake me when you are gone

 

Also I cant be buthurt because the last time I gave a fuck was september 19.

so HA!

I love how mad you're getting :3

 

That's why they're re-writing the way the engine works at a fundamental level.  Of course though, the proof of the pudding is in the eating, we will see.....

How much could they have actually rewritten with such a small team?

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I love how mad you're getting :3

 

How much could they have actually rewritten with such a small team?

It's not such a small team now and as I said it's now a fundamentally different engine in many areas.

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Things that made me leave public servers and only play on a couple well policed private servers:

Item dupping. Should be a thing of the past due to the way they are implementing item creation and database storage. If the server creates the item database it would be easy to check if a player has gear that was actually created by the server and if not, just delete it as a mistake. If everything is loaded and saved only to the server, and item quantities are checked against what has spawned it should be pretty easy to ban people for that type of hacking. 

 

ESP hacks. Given that each player will only exist inside a small bubble of what they can see, it should drastically limit the extent of what another player can do in that regard. If they can see you, what would be the point of using a hack to see you? If they can't see you then the server should not be making that info available to use. 

 

Auto-Aim - Not sure if there is much that can be done about this. They can limit it some, but people have been pretty crafty at writing programs that not only get your cursor exactly where it needs to fire, but can add in misses or sway or anything else to fool a third party looking in. Other than mining data and seeing if the exact same things or speeds occur there isn't much they can do about it. 

 

God mode - teleportation - affecting another player in any way - all should be impossible due to the way they will be monitoring players' positions, gear, life, bullets etc. 

 

All in all I'm stoked at how much better it should be in the SA. 

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the proof of the pudding is in the eating, we will see.....

 

 

Geez Fraggles. I'm hungry.

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