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I would suggest it is a network connection issue on your end, if you don't see things properly, its because your connection to the server is bad, and the server is localized to the Host, if you do not want to get janky match making, make your match making local only.
nope, it's used as an anti-tamper only. all bans are issued by fromsoft's own anti-cheat.
When the server proxy receives input and information from the player proxy, and if it doesn't match up with the server proxy's view of the world, it triggers internal systems to verify and check all information, which is why people get kicked most often in low latency situations.
It's during one of these checks, it creates excess load which their connection can't handle, forcing the player to disconnect.
EAC is used in conjunction with other systems to manage handing out bans for active tampering, and coalesce reports on why... what I said is not in correct, and neither is yours, but please read between the lines if you think you know more, and understand that regular people don't care to understand complicated terms, and have short attention spans, you have to dumb it down a bit.
heh, I don't like not being precise.
also btw some time ago I asked the guys who reverse-engineered the netcode. they said they never saw the calls that EAC usually sends when it's used for bans, being sent. that's why they think it's not used for bans.
Yes and no, again EAC does more than people give it credit for, but less than in other games.
While not activated EAC does nothing of course, but while playing online, it receives tamper reports from both local, and remote player, and server proxies, to check for active tampering, but only when told too.
There are systems by which it records character history even, while offline, so if you used mods to lower your strength to 1, and then back to normal, it still knows that happen, so the next time you connect, you get hit with a warning.
Lets say a hacker is playing, and gets hit.
The server proxy says hey you got hit, take damage.
The player proxy takes the damage and reports back to the server proxy that their health is now lower.
But if your health doesn't go lower the server proxy starts a system it uses to verify if you fail a second time, you get pinged for a full check, where EAC takes over, which checks for active tampering.
Same thing happens if you have infinite flasks.
Server gets a report saying you healed using a flask, and your flask number should be lower, but if it doesn't, the server proxy eventually gets a report saying it didnt, so it says hey wait a minute, and performs a check, at which point EAC takes over, checking for active tampering.
Based on how reliable the check is, it can take several minutes to perform a check which enacts a kick the first time, and then a ban the second, but I'm not 100% on how it proceeds from the EAC tampering check, and the report to the game that the software is tampered with for a second time.
TLDR;
Even while offline, Elden Ring acts like a server-client connection, even if EAC is deactivated it still performs checks, and creates a history of the character, which will lead to an eventual ban, but only once it connects to EAC, which means it manages all tampering bans, and reports.... it could be possible to go days without getting the warning.
PS: I don't care what other people say, EAC handles the bans, as it is impossible to be banned without EAC intervention, but it doesn't need to be your copy that has the EAC intervention, it can be any other players EAC, because Elden Ring handles all the information, EAC manages the Ban, and the Reports, it's what it is designed to do.
The only way you can get banned is by purposefully messing with stuff.
What i can tell you, there is a software Tandem running one is the local EAC and the other part is implemented into the games internal server connection and it is no EAC Code.
The local EAC does only check RAM and during start of the game (long before any server connection get started) the save file for Manipulation and a save file internal encrypted checksum.
The problem you get is the tools cheats and mods that manipulate the save file are not able to update the encrypted checksum and exactly this get transfered by the games Login process and every time the save file get updated this checksum get compared with the checksum EAC hold local in RAM and get transfered from the games server connection procedure this way every runtime Manipulation get recognized. It is just small enough to be only one Transfer packet.
Since a Windows internal secure function is used to create the checksum in RAM from EAC it can get also manipulated by third party Antivirus Software by a scan of it. There exist no constant datastream like other EAC secured games use to monitor data.