Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
No it hasn't and no you can't, not without seizing control of their entire server network. The client does literally nothing other than submit requests to the server and listen to the servers response so that it, for example, knows how much health to reduce from the health total on your client's UI.
This isn't an FPS where any calculations need to be run client side for latency/performance reasons.
Show me visual evidence of the claims your making. Which you can't, because it didn't happen.
While he hasn't put forward any evidence in this case, extracting or changing information in "server side" or otherwise 'protected' systems is something that has happened before (many times). This link is one of my favourite examples of this (https://orlp.net/blog/when-random-isnt/) because it doesn't even involve breaking an interface, just recognising that another interface used by the protected system is accesible and has a structural weakness.
Anyway, breaking client server security can be done if the programmers have failed to sanitise/secure all of their interfaces and there are plenty of techniques usable by both sides to help find these: https://www.beyondsecurity.com/resources/guides/buffer-overflows-discovery
I don't believe that there are vulnerabilities without seeing any evidence (particularly when I've been trying to report a bug with Tamiyo's Safeguard for several hours and their web services keep going down before I can submit it), but just straight up saying this sort of security flaw is impossible is not correct.
PS: If you're considering suggesting that that I don't understand why Client Server Architecture is special and inviolate, consider that not only is Client Server vulnerable to attack (and has been successfully attacked many times - e.g. any sort of credential elevation against a Windows domain is an attack against some of the most hardened client server infrastructure on the planet), actual air gapped infrastructure is now being successfully attacked as well: https://en.wikipedia.org/wiki/Air-gap_malware
That said, while any lock can be picked and any door busted. Any server can be hacked into, the harder it is to do so, the less likely it is to happen because most thieves (hackers) are lazy opportunists. If the motive for doing it isn't theft then maybe there are reasons for doing so but it seems rather silly to think every game that can be hacked, HAS been hacked.
Usually when it does happen, it is because as Doc says, someone left a door open.
I should note the concept of a software backdoor is highly popularized (thanks to Hollywood and fiction novels) and spread about but it is not something that even good hackers automagically know for any specific app or architecture. There have been a number of attempts to crack windows (pick a version) over the decades and when they have happened it was typically because someone found a backdoor. However, these things are rapidly patched and rabidly checked for by security consultants for most major software firms.
Again: any lock can be cracked, any door busted, but where is the motive? To win games in a very low ante game? Even password cracking seems a lot of effort for little result. Now if you wanna claim that someone has hacked the servers and given themselves currency in game, OK, maybe? But then it begs the question, how do they spend it without drawing attention to themselves? Store transactions are typically tracked in any game.
if people can do something, they offten do, for as dumb of a reason or for as good of a reason as you can think. kinda like the entropy effect. if something could go wrong it will go wrong at somepoint. same applys to people if people can cheat or hack just to pretend their better. they will now it is true that for this game its mush harder to cheat. but not impossiable and theres always going to be that one guy thats willing to work ten times harder to cheat and go around getting better then too just get better.
i have seen this IRL in magic shops as well. its pretty common for people to just make ♥♥♥♥ up and confuse that hell of the shop owner until he just gives up and rules that you have won. i once had a game wayyyyyyyyyyyyyyyyyy back when phyrexian builds were starting to become the new meta for people. and he tryed to say that 1 stack of toxic is gg game over you lose. when i had to explain to him that, that is indeed not the case, but at the time it was a new idea for magic so the rulers didnt really know how it worked either. and rather then read the damm card they just ruled i had lost because he got one stack of toxic on me.
point is, if people can cheat they will cheat. peroid
Sure, but the barrier for entry to meaningfully having this discussion is 'evidence that this is actually happening' not 'a general consensus that some people want to cheat'.
The developers took one look at the proposition to tell people that they have been disconnected and laughed in harmony like a many mouthed turd.
I know, for me at least, when I saw that my opponents rope not moving the first time I thought, "damn I must be disconnected".
Now that I know you think you were being hacked by a roper that wanted to secretly rope you without you seeing the rope. I can without a doubt see this as being a skill issue.