Showing Posts For Inangelion.8645:
Hi,
I think I’ve encountered a bug in the backpack rewards from the HoT story.
I’ve gotten and upgraded the Order of Whispers backpack to exotic with no problems. I went through the story again with a different character. Picked the Priory backpack this time. It was going fine until the last mission where I did not get collection piece unlocked even though it was shown in the rewards.
Thanks for reading.
This happened to me as well. Was going for the Druid staff, first mushroom spore went to the Berserker horn. I don’t think any other collections work this way. If this is intended, it should be made clearer.
I wonder about the OP being able to post too; I as I recall I couldn’t and had to have my wife post for me in the “tickets older than” thing. I also notice he’s been quiet awhile…. wonder if he gave up or he’s already back in game.
He cannot post on the forums. His forum privileges got suspended shortly after his last message here.
I’m still waiting for how you would prevent me from knowing exactly what got me banned to make all my future cheats (more) undetectable. Because as it stands, you would rather give the cheaters lenience and unban accounts that are in violation of the ToS which to me just doesn’t make sense.
As I said many times, it’s very difficult to obfuscate this information. What you are proposing not effective either while it has potential to cause headaches to innocent people.
And I am getting technical because I know it isn’t possible to “just plug it”. You say you worked security so you should know this too. You can’t hope to prevent someone from changing runtime memory, all you can do is ban whatever they use to change it. I also gave an extremely simple solution to the character weight edit: server side movement validation. Except that if you think skill lag is bad now, it’s no secret that adding MORE calculations will only make it worse.
Find me a way prevent me from knowing what got me banned and I’ll agree with there being no need to ban every account based on association.
There are ways to implement server side validation that will not cause noticeable latency. Let’s please drop this though. It’s a discussion I care not to have here.
Ever used OllyDbg? CE? IDA? <insert debug tool of choice>?
No, most competent cheats modify something while the game is running from intended to unintended. Let’s say your jump distance and height is based off your character’s weight (which in the case of GW2 it is… just add a breakpoint for the well-known EPs on Havok). While the game is running, you use CE to change your weight to 1/10th of it’s value. All of a sudden you can jump 10x higher – or over the walls in WvW.
Can you validate all movement server-side? Of course. But only where performance allows, which is not everywhere and why cheats exist.
Look, I really do not want to digress and get technical in this thread. Most of the stuff you describe is fairly simple to plug once you have proof that it’s happening.
so I, as a cheat developer, was told that the account that used CE got banned but the account that used OllyDbg did not. All of a sudden I know I should not use CE for all future cheats. That’s as valuable as valuable gets to me.
You cannot hide such information from cheat developers if you fix whatever a certain cheat is exploiting. The scenario you are describing has no correlation to the incident we are discussing anyway. Banning clean accounts that are somehow related to a cheating account for the purpose of confusing cheat developers makes little sense.
I think there might be a small point you’re missing:
Tyu did not share his account. People shared their accounts WITH HIM. This makes a huge difference.
Imagine a friend asks you to just log into the game for his/her dailies for a few days while they are away. You accept and help them out. New thing you know your main account is banned.
This is way too harsh! You catch a cheat? You can the account. You don’t ban all accounts that were recently played from that IP! I’ve worked at a game publisher before and this is a ridiculous policy to have. Imagine this IP was in a internet cafe or a PC bang. You’d be banning random people’s accounts. Or in this case someone who’s infractions are little to none.
I urge you to reconsider your stance here and simply ban the accounts you detected the cheats.
Why are you so intent on defending cheaters?
If someone has 10 accounts and has been caught cheating on one there’s a good chance his cheating on the other nine hasn’t been detected yet .. BAN THEM ALL is a perfectly reasonable policy.
I’m not defending cheaters. I’m defending a friend of mine whom I know does not use cheats. This sentence also answers why banning everything associated is not a good policy.
The current policy is basically this, from my understanding:
If an account that has used cheats previously connects to GW2 severs from a certain computer, then all accounts to ever log from that computer are forfeit.
Am I the only one who sees something wrong with this?
So I have to ask; knowing that telling the cheat developer which account was banned tells him extremely valuable information about the cheat detection deployed, why would you not ban every account associated with this instance of cheating?
It’s not a very valuable information though. Most people use just one account and when they get banned and they tend to let the developer know anyway… angrily. It’s very difficult to obfuscate such things.
Most cheats work by exploiting something that was not thoroughly implemented during development. When people are banned and the exploit is plugged, the cheat won’t work anymore. (generally speaking, if you can detect it, you can fix it) You can’t really keep this hidden from the cheat’s developer.
If we’re talking macros, in most cases, they are not developed as cheats but can be used as such. I don’t think Razer/Logitech really cares what Guild Wars’ macro policies/detections are.
Not only does this help the cheat developer immensely, as someone who worked at a publisher I expect you to know that there’s a hundred other ways to uniquely track someone that isn’t with IP. And not just what’s mentioned in this thread. Unless you never worked on the security aspect in which case it has no meaning here.
You are assuming things here. I’m a developer and did work on security aspect a few very public software projects.
In this particular case, no, there aren’t “hundred other ways to uniquely track somone”. You cannot reliably track people, you can track accounts, network endpoints and computers. Who is using the said computer is for the most part unknown to the tracker (unless you get into some crazy stuff like turning on webcams and running face recog software on the captured images ^^).
I think there might be a small point you’re missing:
Tyu did not share his account. People shared their accounts WITH HIM. This makes a huge difference.
Imagine a friend asks you to just log into the game for his/her dailies for a few days while they are away. You accept and help them out. New thing you know your main account is banned.
This is way too harsh! You catch a cheat? You can the account. You don’t ban all accounts that were recently played from that IP! I’ve worked at a game publisher before and this is a ridiculous policy to have. Imagine this IP was in a internet cafe or a PC bang. You’d be banning random people’s accounts. Or in this case someone who’s infractions are little to none.
I urge you to reconsider your stance here and simply ban the accounts you detected the cheats.