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after 10 years valve still does nothing about wallhack.
okay, here goes. i left this community when 1.5 version arrived and we had servers, full of cheaters every day. 10 years have passed, i decided to see what cs:go is all about, and guess what - i still see people using wallhack.

so i am asking valve people, responsible for coding server - client synchronization, this : how hard is it to implement an optional(!), multithreaded `line of sight` algorithm on serverside, so server would judge what info about other players should be sent to client. my guess is that sound context would need some changes as well - not sure if there are soundhacks as well.

10 years ago, 32 threads checking `line of sight` - or whatever you want to call it - for other max, 31 players, i guess, would make no sense. but today our tablets have 4 cores, pcs - 8, so 32 core server will cost some, but if whackers point is they do whatever they want with their money, why not give the same chance to people running servers for community 24/7 ?

now, im not saying its the only solution, but make something happen !
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CS Source has a whitelist for custom materials, to be used against material cheats. Otherwise, we have VAC and overwatch. How exactly is that nothing?
... also we still have servers with whackers. as a player, i dont want to possibly (!) retaliate on a cheater AFTERwards, say, a few days later, when elite minds have posted their verdicts - this is fun, but makes no sense in the context of current happening whacking session during which one or more players have unreasonable advantage over other players due to their hacks.
overwatch is a joke as how do people that do overwatch know if anything is done about the hackers .... btw i do watch my overwatch and feels like im wasteing 10 mins every time i watch there is no real evidence of this working only assumtions...
SMAC has decent anti-wallhack plugin which sends fake client location unless you're closer to the player. And there is sv_pure for mathacks because VAC cannot detect skins.
Ultima modifica da Dr. UnKn0wN; 7 ott 2013, ore 9:24
This is the main reason for admins, since VAC is a delay action, it is upto the server providers and or admins to remove player(s) until VAc kicks in. Since most of these do not provide such (by mode and or choice), then we have the situation that you stated. I guess that if we are going to point fingers, we need to understand the in's and out's of what is really happening here and why.
Ultima modifica da (SOGA) SouthernBoy; 7 ott 2013, ore 9:55
жаль английского не знаю(
Valve is doing a lot against cheaters. VAC bans a lot of accounts permanently... so if they got a VAC ban, they cant just switch to another server, as they could back in the old Counterstrike days. This will cost the cheater a lot of money. Even if there was only CS Go on his account... paying 10 bucks for nothing will stop the most kiddies for sure.

And even if VAC fails:

Overwatch checks about the players who get reported too often. They are experienced and know what is / isnt possible.

That is a lot! A lot more than most other games have....

But by the way:

How would you know somebody is wallhacking? You dont seem to be an extremely experienced Counterstrike player, coming back after 10 years.... having played like 40 hours so far in the new part.

If a pro gamer fires through crates or walls, he might have heard an enemy there or just guessed, because it is a common spot or something.
first, pro gamers dont run around staring at ground with their hands shaking. or maybe they do nowadays, define a pro player then. one thing is becoming clear to me - walking makes less of a sense nowadays.

id say i played thousands of hours of counterstrike, from latest betas, til 1.5. i dont know where does it put me - average player hopefully, and thats not the point, what is - i consider wallhack a far worse problem than aimbots - back then, and present day. and, before I start thinking of investing my time into some solution whole community would benefit, id like to see what valve engineers have to say about this; thats why Loud Topic Naming.

then, what im talking about, is more of a redesign of protocol than some anticheat - if valve does it, ofcourse. this broken protocol needed changes years ago, looks like.

also, since you brought it up - judging from posted overwatch videos on youtube, to get away with wallhack, all you need, is to randomly turn them on/off. say, one or two times per round. sometimes your player will get killed and that will confuse elite minds overwatching, and they will vote for insufficient evidence on visual assist.

overall, looks like posting something that could be really useful here, was waste of my time.
Messaggio originale di onkul5:
- not sure if there are soundhacks as well.

You can get a sound hack for any game.
http://rog.asus.com/technology/rog-sound-innovations/sonic-radar/

I understand your frustrations but something I have come to realize is that when they will always find a way to cheat. Always.
Ultima modifica da Legendary old man; 7 ott 2013, ore 20:35
Actually, we agree in your main point, onkul5.

We both think that any cheater should be found and banned by Valve.

If you have got a nice idea, how to track a wallhacker any better then before, I hope Valve reads it and builds it into the game.

But on the other hand....

Somehow you seem to believe that this game has got an extremely huge problem with cheaters.

And thats exactly what I dont understand.

I play this a lot and sometimes I meet people, who I think could be cheating, but that doesnt happen very often. Even if I do, theres almost nowhere the 100% cheater, who I am absolutely sure about.

Playing almost everyday, I report about 1 - 2 players a month in competetive, so overwatch can have a look.

High skill, experience or just luck can make people look like cheaters.

Sometimes, when youre on a very good team and everything is working well, the enemy team starts shouting "cheaters! cheaters!"

Why? Just because we are better in this certain match and they dont get it. They think that they should be winning and dont understand how we made a shot, got them from a difficult position, keep killing faster, fire through walls, because we know from sounds or just experience theyd be coming there at that time.

I was called a Wallhacker in competetive mode, too, and honestly.. Im just an average but experienced player. If somebody moves back from one point, hed most probably come back at another. If Im already waiting there, he starts complaining about cheats.

Sorry, but maybe thats exactly what youre doing too? Complaining, because you think that your very own skill is the main criteria to compare the gameplay of others. They cant do soooo much better, you think.

You can "read" an enemy without the ability to actually look through walls (by cheat).

That was my point and I didnt want to criticize you at all for making a good addition to the game.

Your idea about additional anti-cheat software is very welcome here.
Ultima modifica da Schu; 8 ott 2013, ore 5:37
i did not mean to be ... rude or anything.
unable to perform like i `should`, is a part of my own problem, ill give you that :)

but, the thing is, just knowing that there still is ... an easy way for hackers (basically the same root as ten years ago) to exploit the game, is ... ruining the game for me i guess. if valve did try to redesign this server-client sync protocol seriously and in a context that COVERS cheating, ffs, we would be in a much more better place, where whacks would be very close to useless.
Messaggio originale di onkul5:
i did not mean to be ... rude or anything.
unable to perform like i `should`, is a part of my own problem, ill give you that :)

but, the thing is, just knowing that there still is ... an easy way for hackers (basically the same root as ten years ago) to exploit the game, is ... ruining the game for me i guess. if valve did try to redesign this server-client sync protocol seriously and in a context that COVERS cheating, ffs, we would be in a much more better place, where whacks would be very close to useless.
I'm sure that Valve has already considered ideas similar to yours, but they probably haven't been implemented because there's some technical limitation that wasn't expected.
If preventing cheats was as easy as you make it out to be, then you wouldn't need to suggest it, as Valve would have already added it.
Ultima modifica da DoomSplitter; 8 ott 2013, ore 7:55
C'est sûr qu'une solution serait bien, déjà des cheats sur CS:GO... Quelle honte!
I ♥♥♥♥♥♥♥ hate wallhacks
Messaggio originale di onkul5:
i did not mean to be ... rude or anything.
unable to perform like i `should`, is a part of my own problem, ill give you that :)

but, the thing is, just knowing that there still is ... an easy way for hackers (basically the same root as ten years ago) to exploit the game, is ... ruining the game for me i guess. if valve did try to redesign this server-client sync protocol seriously and in a context that COVERS cheating, ffs, we would be in a much more better place, where whacks would be very close to useless.
This resedign would increase the lag. Of course it's possible to totally eliminate cheating by moving way more stuff to the Server. But do you really want anything above 100ms latency? Because that's what you're asking for.
Ultima modifica da ReBoot; 10 ott 2013, ore 9:38
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Tutte le discussioni > Discussioni di Steam > VAC Discussion > Dettagli della discussione
Data di pubblicazione: 7 ott 2013, ore 6:07
Messaggi: 37