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번역 관련 문제 보고
this is literally the state of pubg:
https://i.imgur.com/G3SLOOa.png
Unfortunately when that happens I usually go back and watch the replay to confirm they were cheating then report through the replay. I have never not been able to go back and watch the game after its finished.
It does not impact the replay of the game though, and I can go and check properly. Wouldn't surprise me if there's some way a cheat can force a crash somehow in an effort to stop reporting.
Additionally, I've also noted crashes when submitting a report as well. This is during the death cam replay but allowing me to watch it, and then crashes only after I submit the report. Obviously when reporting, it's always a suspect player, but this seems to also trigger a crash and wonder if there's some link here where cheats can somehow corrupt the report and replay function in someway so it causes a crash.
It is true. They can be aware via cheat software if they have spectators watching.
https://youtu.be/HQD8pkAs3gc
They do this to break spectators. You can still use the replay feature to view them for gameplay up to the point they kill you.
You'd think that by doing this, it would signal more to PUBG that this is suspicious gameplay. Sure, the odd DC isn't suss, but the whole squad, on multiple games etc, should make their accounts short lived.
The answer is pretty obvious.
Deathcam issues were part of PUBG since the start of this feature so the most obvious answer was the correct one, as I said many times.
All hacks aren't equal. There's variation on how they function. These may have intentional or unintentional side effects and contribute to different behaviours.
Is it possible that the cheat software can do something to corrupt the information being uploaded so that it does not function on Death Cam replay?
EG. Due to the cheat injection, the data uploaded from the cheat PC to the PUBG server is not usable/playable and causes a crash due to that?
This doesn't mean that the cheat has hacked the servers, it means that they've damaged the data being sent to them for death cam replay.
I understand what you are saying, but can you rule out this possibility as well? If it indeed is a fault, how is it still not fixed after so long? Why does death cam replay still cause problems after so long?
What makes me think it's somehow linked to cheating is that when I view death cam on a death that is not suspect, I can't honestly think of a time it crashed. When I view death cam on what is a suspicious death, it does sometimes crash. It's not every time, but in my experience, there does seem to be a link between the crashing and suspicious deaths.
It may not even be an intentional block. It may actually be a side effect for using certain cheat programs. If it's what I'm thinking, it would be leaving a signature then in the data that breaks death cam replay and therefore would be traceable for anticheat which is not good for the cheat software.
It also explains why PUBG has not fixed this Death Cam replay crash, they can't reproduce it on clean machines, they need the cheat software to recreate the issue which they obviously don't test against.
The death cam/replay system gets a new version every patch, so new or old returning issues are very likely. It seems the whole replay system is kinda fragile but I also know that if PUBG can't fix certain things over such a long period of time, it has a decent reason related to the engine or plugin they use for it.
No, I can't exclude the possibility of such a complicated server side hack but most points do speak against it.
It does happen too often because such a cheat won't be coded by most of the cheat devs on the market. Most casual cheats don't even offer other, much more necessary things, so they keep the cheats at the most useful non-server side things. Aimbots, Wall/Item-hacks, sometimes but rarely speed-hack or flying cars.
They might find some exploid sometimes but once the hack got famous, it gets reported to the devs and they do lock for the leak and fix it. I reported such a strange, possible exploid related cheat not long ago.
You don't understand what I am saying.
1. It's not complicated.
2. It's not a server side hack.
I am suggesting that the cheat's client is sending data to the server which breaks death cam replay when it's used.
The server isn't hacked.
It's just that it gets the data, accepts it, and then passes it to the non-cheaters PC for death cam replay. At this point, something in the contents of the data passed down isn't in the format that death cam function expects, so the game crashes. Cheat software changes the way the game works so it's not beyond the realm of possibility that the data feed for death cam replay may have some unusual game patterns within it.
It's actually dumb/simple. This makes it more plausible.
I think it's unintentional, a side effect for some cheat software being used. The reason being is it would leave a traceable fingerprint for anticheat to pickup as the server would have a copy of the death cam data as it is the conduit for it being sent.
Do you now understand? Do you see it's not a server side hack. It's just the data coming off the compromised cheater pc that is the suspected cause. The server is likely doing some basic checks, but it is only until the death cam replay is used that it breaks, so the server isn't seeing the issue.
What kind of data do we send and get?
Position, account information and what we do, I don't think there is a specific replay data I mean, why sending everything twice? The game does create the death cam and replay based on the same data the main game does use.
I don't say they couldn't send corrupt data but it wouldn't make so much sense because it also affects their game play and other players would see super awkward stuff while fighting, at least, for a few seconds when the cheater does send the burst of corrupt data to break it.
The cheat has to use the kill confirmation of the game as a trigger to start the burst and this pattern can be recognized in case the devs don't know already what the sense of this data is.
We lack of necessary knowledge there anyway because I can imagine some sanity check for the incoming data. Protecting the mid-back-end system probably has the highest priority.
In case of a game crash, it also does send the information about the reason for the crash very quickly so such a hack won't last for long. If they haven't such sanity check already, they do create it and it's fixed. Incorrect data won't cause crashes because very high ping does impact the replay already without to crash the replay/deathcam.
It would be a server side hack because the data doesn't get passed through.
It does reach the server, the server does it's simulation and send it's own correct data back to the opponents client. You need to trick the server to make it send broken data.