Tom Clancy's The Division

Tom Clancy's The Division

İstatistiklere Bak:
Division has a Severe Cheater Problem
Ubi claimed that the cheating had been fixed prior to launch, but what I'm regularely seeing there is quite the opposite. Just recently there was a group of rogue russians with basically the whole server going for them. About a dozen or so people hunted them, and they simply took no damage.

That was going for like 20 minutes, so it's quite impossible that they (legally) used signature skills all the time. At the end they simply decided to run until the rogue timer wore off and obviously as they already weren't taking damage while not fleeing, no one was being able to catch them.

This was the most obvious encounter so far, but it happens a lot. People not taking damage, people doing insane damage etc.

I'm about 100 hours into the game, 130k dps, 95k health, 20k spower, but if Ubi does not make sure soon that everything is serverside and unhackable, this will be the last Ubi game for me.
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dont forget about shooting through walls. got that alot too..
Nobody is ever going to "fix" cheating and i highly doubt Ubisoft has claimed they have.

As a developer you can make it harder for people to cheat, you can incorporate better cheat detection and prevention into your game but you will never ever "fix" cheating, that is just not possible neither in The Division or any other online game.

Anyone believing otherwise is just being delusional.
İlk olarak MrSmith tarafından gönderildi:
Nobody is ever going to "fix" cheating and i highly doubt Ubisoft has claimed they have.

As a developer you can make it harder for people to cheat, you can incorporate better cheat detection and prevention into your game but you will never ever "fix" cheating, that is just not possible neither in The Division or any other online game.

Anyone believing otherwise is just being delusional.
shows how much you understand about server side vs client side protections...nothing.
İlk olarak Agent under Fire tarafından gönderildi:
shows how much you understand about server side vs client side protections...nothing.

:steamfacepalm:
İlk olarak MrSmith tarafından gönderildi:
İlk olarak Agent under Fire tarafından gönderildi:
shows how much you understand about server side vs client side protections...nothing.

:steamfacepalm:
just take a look at games like Diablo 3 that have server side protection...no hacking or cheating.
İlk olarak Agent under Fire tarafından gönderildi:
İlk olarak MrSmith tarafından gönderildi:

:steamfacepalm:
just take a look at games like Diablo 3 that have server side protection...no hacking or cheating.



Last time I played wow the popular thing for chinese farmers was glitching under the ground and then using speed hacks to teleport around the zones instantly collecting resource nodes.

D3 is just as easily hackable.
En son ostar tarafından düzenlendi; 4 Nis 2016 @ 7:45
İlk olarak MrSmith tarafından gönderildi:
Nobody is ever going to "fix" cheating and i highly doubt Ubisoft has claimed they have.

As a developer you can make it harder for people to cheat, you can incorporate better cheat detection and prevention into your game but you will never ever "fix" cheating, that is just not possible neither in The Division or any other online game.

Anyone believing otherwise is just being delusional.

True, but you can also make it a lot easier for cheaters, and that apparently has happened with The Division. I don't know whether the DZ-pvp was a last minute decision maybe, or something else funky happened (e.g. have the trainee design what gets managed by client and server), but it's a fact that you can Google yourself a hack within seconds and apparently run it at no risk in no time.

Reading on Reddit that caught cheaters are only banned for 3 days (and are NOT perma-banned even if caught a second or third time), gives me the impression that Upsisoft and Massive care more about other topics, e.g. bringing us Incursions.

I for my part still go to DZ (until I have other content), but as soon as I see clear evidence of a cheater (teleporting, no-clip-warping, 3000 RPM on an M44, etc.). I immediately switch servers. Sad thing is that some gaming sessions I spend more time switching servers than actually playing the game.
İlk olarak Agent under Fire tarafından gönderildi:
just take a look at games like Diablo 3 that have server side protection...no hacking or cheating.

Lets just act as if Diablo 3 didn't have a massive cheater problem on the PS4 and look into that kind of thing.

The only way to make a game absolutely and 100% save from cheating would be storing absolutely all and every data that is even remotely important on the server side and yes for some games that is a possibility.

It does however also come with a huge amount of technical problems especially for multiplayer games like The Division ultimately is. And that doesn't even account for the huge cost fully server sided data and calculations come with, something that devlopers regardless of small or big generally aren't very fond of.
Reguardless of client vs server side protection. ♥♥♥♥ needs to stop. If I wanted to play a game full of cheaters ill play Call of Duty or something. I want to believe in Ubi and The Division but if this keeps up all theyll do is nerf the hell out of weapons and drops like they did in Destiny.
İlk olarak MrSmith tarafından gönderildi:
İlk olarak Agent under Fire tarafından gönderildi:
just take a look at games like Diablo 3 that have server side protection...no hacking or cheating.

Lets just act as if Diablo 3 didn't have a massive cheater problem on the PS4 and look into that kind of thing.

The only way to make a game absolutely and 100% save from cheating would be storing absolutely all and every data that is even remotely important on the server side and yes for some games that is a possibility.

It does however also come with a huge amount of technical problems especially for multiplayer games like The Division ultimately is. And that doesn't even account for the huge cost fully server sided data and calculations come with, something that devlopers regardless of small or big generally aren't very fond of.

All true what you are saying, but then I ask:

* Why would you EVER save e.g. player health client side in a multiplayer online game?
* Why wouldn't you occasionally do reasonability checks on player position changes?
* Why wouldn't you include industry standard anti-cheat packages from the start, packages that already detect most aimbots out there?
* Why would you save RPM and ammunition data client-side? RPM changes only occasionally when you switch mods. Yet, it was one of the first stats that would be regularly hacked using the "standard tools".
* Why would you ban people clearly using cheat software only for 3 days?
* Why wouldn't you perma-ban people who got caught more than one time?
* Why would you take 2 weeks to fix an obvious exploit probably ~50% of all players were grinding all day?
* Why wouldn't you fix e.g. the bugged Reckless talent (where you literally only have to change a plus to a minus) since at least 3 patches?
* Why wouldn't you fix the Rehabilitated talent that allows Rogues (cheaters or not) to hit somebody and simply run straight north until they get the XP for free, not having to worry about roaming NPC at all?
* .... and I could continue the list, but I guess I made my point.
You can not make a shooter/pvp game that has important things client side. Simple as that. Unless you don't care about the quality of your product, that is. Health, cooldowns, stats, all that needs to be server side. Otherwise the game is not worth paying for. Even the idea of making such things client side is completely nonsensical.
İlk olarak MrSmith tarafından gönderildi:
İlk olarak Agent under Fire tarafından gönderildi:
just take a look at games like Diablo 3 that have server side protection...no hacking or cheating.

Lets just act as if Diablo 3 didn't have a massive cheater problem on the PS4 and look into that kind of thing.

The only way to make a game absolutely and 100% save from cheating would be storing absolutely all and every data that is even remotely important on the server side and yes for some games that is a possibility.

It does however also come with a huge amount of technical problems especially for multiplayer games like The Division ultimately is. And that doesn't even account for the huge cost fully server sided data and calculations come with, something that devlopers regardless of small or big generally aren't very fond of.

The problem is not that everything needs to be put server side, but when The Divsion puts things like ammo and hp client side, that's pretty dumb. That is on a level of not even trying. There are other things, like GMs and live admins. Generally, one massive thing that could be done, would be enforcing remote ini/cfg files. Pretty, much there is no really good reason to have settings files not remotely stored. Ye sure, it would cost a bit more for the devs, but it would almost annihilate cheating in 99% of games. If you don't believe me go look in to this.

Point is, cheating isn't super hard to stop, it's just cheating tends not to effect sales very much, so why would a publisher/dev care to invest money into tackling it?
En son Byrne tarafından düzenlendi; 4 Nis 2016 @ 8:05
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Gönderilme Tarihi: 4 Nis 2016 @ 7:13
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