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FairFight is just a anticheat program that calculate people rate of fire,accuracy etc
When your computer sends information over the internet there is always a timestamp attached to the packets as they are sent out.
If you are lagging or some router or other internet device somewhere between you and the server has an issue the timestamps on the information you sent out stays the same.
The server looks at the time the information was sent and will know you are lagging when it arrives. Fairfight can do the same thing when it looks at the information as it passes by on the way to the game server and will take the fact that you had a connection issue into account when it adds to your database on your character.
Fairfight will ban you for cheating, not for lagging.
Fairfight imo is really good...
Btw fairfight isnt instant.. it take like a few days to ban a hacker if they are going full out...
and can take multiple weeks if they are using low settings hacks...
Fairfight has to collect alot of data of the player to make sure they are hacking..
I would say Fairfight is really good on actually getting hackers without alot of false positive...
it takes a veteran of the game only a few deaths to know with solid confidence if someone is hacking or not, and after a full match or two you can generally know beyond a shadow of a doubt. it's not even remotely as complicated as you people make it out to be.
The complication comes from assigning values to fairfights auto-ban, not in identifying cheaters.
Looking at the time frame of when bans happen and how they are clustered there is still a manual selection process at play to keep human interaction in the process of farifight bans. G1 doesn't want to let fairfight loose on the population , currenty, due to the potental prospect of a massive automated ban wave being triggered based on the current data profiles fairfight is set to detect.
Fairfight knows people are cheating.
Fairfight is telling the Game Devs/mods these players are cheating.
The devs/mods are being selective in pulling the trigger.
I'm sure their mindset is one of " better safe than sorry".
Tap rate is actually calculated server-side due to APB's engine, so there's no worry about that. usually when you lag and you have a higher fire-rate, your bullet doesn't deal damage. This is pretty much what causes `ghost shots` in apb, cept it's not really a client issue as much as from sloppy netcode.
This poor guy B0ng just started playing, was lagging horribly & got caught by FF.
https://youtu.be/ssXJcLbMwiA?t=33s
https://ffbans.org/Colby/b0ng
FF is stat based detection. Punkbuster is for actual detection of cheats.
Punkbuster is garbage when you dont pay punkbuster to update their software.
G1 last paid for an update 11/2013...... It did more vs hax in a week than FF has done since implmentation.
He can move around the map at 100M/s or more quite easily.
What Fairfight saw and banned for was the accuracy of the shots. I've not seen it ban for speed hacks.
The reason there is no pattern for VAC is to make it more difficult for the coders of a hack to know exactly what changes they made to their hacks that caused the ban to trigger.
Valve uses as much as a 2 week window before they trigger a ban.
It's explained in the VAC FAQ.
Fairfight also uses a delayed ban mechanic for probably the same reason but the delay is much lower than VAC. Fairfight delay is in the 0-5 hour window. People can slowly notch up their trainers perfection till they find the point that triggers a ban. By not immediatly triggering the ban when the player passes that threshhold it makes it easier to catch players by suprise.
Fairfight isn't designed to stop all cheating. You can cheat and not get caught by fairfight if the help from the cheat is reasonable. Fairfight is designed to catch you if you are playing unfairly.