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which in my book is behavior that is rather unbecoming for a mod.

 

And yet you do it back to Kool and to Skit too? To get the Mod position in the first place, Kool had to display maturity.

 

Anyway, BOT.

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Q: How?

A: Delegate players to disable hacker gains as first step of defence.

 

... but I hope you have grasped the idea.

one question - what if a clan or group of people decide to flag a player as a hacker, even though he/she is not?

 

player initiated bans are a fail due to the innate human characteristic to cheat! sad but true im afraid. the issue of bans can only be carried out by an appointed moderator backed with either first hand proof or evidence provided.

You are absolutely right -- every single person would do anything if there were no consequences. Conscience -- this is only the fear of the community response to some actions. etc.

 

Cheat engine -- instead of building a fence to protect the core engine, the core engine should be designed as hack free as possible from the beginning. That includes double checks to events, logging of transactions etc. Well ... obviously it isn't :)

 

One way to eliminate hacking is to eliminate the cause -- game rewards -- this is very difficult since this is the main income of TO :)

Another way is to make hacking more risky -- at the moment this is practically safe.

As example in CTF: Your team looses -> You call a friend who brings in a mult with a cheat who takes enough flags and then leaves the game. Your team gets the fund and cheater MULT will be banned next day. So what -- this is what the mult was, or millions of mults were created for.

Even real accounts get ban for a day only for multing.

 

I personally lost appr. 100 crystals of reward and many complects of supplies because of the cheater (http://forum.tankionline.com/posts/list/110460.page) and none of thw real players didn't have any penalty for using a cheaters help.

 

What to do?

Ban entire team ? -- can't because maybe many of the team were newbes unaware of anything.

Ban some most active players who took as much advantage as possible of the cheaters presence? -- again, maybe somebody just didnt notice a cheater ... :roll:

Redistribute fund by the score at the moment when mults appearance was prooved? -- this way the winning team could use a cheater to fix the winning score :)

 

Can't ban IP's -- most ISP's provide Dynamic IP to clients.

Can't vote for ban of a person -- could be abused very easy.

 

I have one IDEA -- maybe players should be able to vote for a pause of the game (lock all scores) and provide proof later if necessary.

When cheater leaves the game can be unpaused again.

And again the proofs should be collected -- if a cheaters presence in the game was proven and somebody's voting against pausing the game is also proven -- this should have consequences ...

 

How it could look like -- anybody could call a voting window which pauses the game and the game doesn't continue until majority of both teams vote for it. The rule would be, that the player calling a pause shoudl be able to present the proofs of the cheating later, otherwise ...

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I have one IDEA -- maybe players should be able to vote for a pause of the game (lock all scores) and provide proof later if necessary.

When cheater leaves the game can be unpaused again.

And again the proofs should be collected -- if a cheaters presence in the game was proven and somebody's voting against pausing the game is also proven -- this should have consequences ...

 

How it could look like -- anybody could call a voting window which pauses the game and the game doesn't continue until majority of both teams vote for it. The rule would be, that the player calling a pause shoudl be able to present the proofs of the cheating later, otherwise ...

 

i suggested this last post page 1, maybe you missed it.

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I have one IDEA -- maybe players should be able to vote for a pause of the game (lock all scores) and provide proof later if necessary.

When cheater leaves the game can be unpaused again.

And again the proofs should be collected -- if a cheaters presence in the game was proven and somebody's voting against pausing the game is also proven -- this should have consequences ...

 

How it could look like -- anybody could call a voting window which pauses the game and the game doesn't continue until majority of both teams vote for it. The rule would be, that the player calling a pause shoudl be able to present the proofs of the cheating later, otherwise ...

i suggested this last post page 1, maybe you missed it.

I understood that you idea was to pause the game until mod arrives, I don't support it since you never know if there is a mod available and will he/she come.

 

However, to think more about it, this solution has the same flaws and can be abused -- like winning team seeing opponents becoming too strong can plant a cheater to them and use that as a reason to pause the game ... for a long long time ....

 

Anything that will stop the game for a longer time, can be abused.

 

What about this idea (also a modification of similar ideas) -- to give users a right to kick cheater from the game and ban for a short time -- like for 4 hours.

NB! the details of the procedure matter. Providing proofs is essential

1. To get that kind of right you should have ... reasonable experience/hisrtory or you can prove you've won battles or have recommendations or ...

2. Since this is a powerful tool/right, abusing it will have severe consequences -- equal to cheating, meaning you have to have proofs you used it against real cheater

3. We will have a shortcut key to start the following procedure:

--- a. entire game pauses for 15 seconds, and everybody will have a note on a screen, who initiated the pause. If there was recent obvious cheating like flag stealing etc. it will be also still visible on the screen.

--- b. during 15 sec the one who called pause should select the player to kick and the short reason why (command /kick ME_CHEAT "Flag thief")

--- c. after that for 10 seconds everybody, including the one being kicked, can see who kicked who and why -- that gives the opportunity to take a screenshot as a proof.

--- d. after that the game continues

4. If you get kicked without reason you will have a screenshot as a proof to post a complaint. and see point 2.

 

The expected results: There will be less complaints in the forum about cheaters and maybe some complaints about abused kicks. Less cases will leave admins more time to look more deeply into into each one.

Since you have to use a real account to kick somebody you will think twice before abusing it, loosing a mult is no loss to anybody -- but who wants to loose the real account?

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Q: How?

A: Delegate players to disable hacker gains as first step of defence.

 

... but I hope you have grasped the idea.

one question - what if a clan or group of people decide to flag a player as a hacker, even though he/she is not?

 

player initiated bans are a fail due to the innate human characteristic to cheat! sad but true im afraid. the issue of bans can only be carried out by an appointed moderator backed with either first hand proof or evidence provided.

You are absolutely right -- every single person would do anything if there were no consequences. Conscience -- this is only the fear of the community response to some actions. etc.

 

Cheat engine -- instead of building a fence to protect the core engine, the core engine should be designed as hack free as possible from the beginning. That includes double checks to events, logging of transactions etc. Well ... obviously it isn't :)

 

One way to eliminate hacking is to eliminate the cause -- game rewards -- this is very difficult since this is the main income of TO :)

Another way is to make hacking more risky -- at the moment this is practically safe.

As example in CTF: Your team looses -> You call a friend who brings in a mult with a cheat who takes enough flags and then leaves the game. Your team gets the fund and cheater MULT will be banned next day. So what -- this is what the mult was, or millions of mults were created for.

Even real accounts get ban for a day only for multing.

 

I personally lost appr. 100 crystals of reward and many complects of supplies because of the cheater (http://forum.tankionline.com/posts/list/110460.page) and none of thw real players didn't have any penalty for using a cheaters help.

 

What to do?

Ban entire team ? -- can't because maybe many of the team were newbes unaware of anything.

Ban some most active players who took as much advantage as possible of the cheaters presence? -- again, maybe somebody just didnt notice a cheater ... :roll:

Redistribute fund by the score at the moment when mults appearance was prooved? -- this way the winning team could use a cheater to fix the winning score :)

 

Can't ban IP's -- most ISP's provide Dynamic IP to clients.

Can't vote for ban of a person -- could be abused very easy.

 

I have one IDEA -- maybe players should be able to vote for a pause of the game (lock all scores) and provide proof later if necessary.

When cheater leaves the game can be unpaused again.

And again the proofs should be collected -- if a cheaters presence in the game was proven and somebody's voting against pausing the game is also proven -- this should have consequences ...

 

How it could look like -- anybody could call a voting window which pauses the game and the game doesn't continue until majority of both teams vote for it. The rule would be, that the player calling a pause shoudl be able to present the proofs of the cheating later, otherwise ...

 

When enter flagocheater (cheater who take flags by cheat), it is very easy to stom him.

 

1. Everybody stop figting and suggest an alliance.

2. Anybody from enemy team take our flag, and stay width this flag on our base (we don`t shut him).

3. Anybody from our team take enemy flag, and stay width this flag anywher (and the enemy must not shut - we have an alliance).

 

Then cheater can`t do anythink, we wait when he gets out and then begin to play again. :wink:

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When enter flagocheater (cheater who take flags by cheat), it is very easy to stom him.

 

1. Everybody stop figting and suggest an alliance.

2. Anybody from enemy team take our flag, and stay width this flag on our base (we don`t shut him).

3. Anybody from our team take enemy flag, and stay width this flag anywher (and the enemy must not shut - we have an alliance).

 

Then cheater can`t do anythink, we wait when he gets out and then begin to play again. :wink:

Thats the case when cheater comes for its personal benefit and both teams agree to join against cheater.

 

But in many cases the loosing team brings in a cheater (mult) intentionally and takes as much advantage of its presense as possible.

The cheater captures as much flags as necessary and leaves ...

Then what? :evil:

 

I referenced earlier to the game where cheater joined and started to steal flags, our team managed to get their flag and keep it (not capture), but their entire team did everything they could to return the flag so the cheater could do its job again ... :evil:

Plus one of their top players made a statement, that "Cheater are far not that bad as players using supplies". ... Alliance you say ...

 

Would it take few seconds to kick any mult-cheater would neutralize mult's very easy.

I dont care how many mults exist as long we can keep them out of games.

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the "punishments" are too weak.

 

1 month ban ? its a joke. they just open a new account.

 

EVERY cheater should be permanently IP BANNED.

I heard all that BS about "its my brother/uncle/dog and not me". well boo-hoo. then beat your brother for getting you banned.

 

the mods here are doing nothing to solve the problem, and the dev's are doing nothing too.

(flag hack for example - takes 5 min. to add a flag/min ratio and auto-ban people for abuse)

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I agree with optprime.

There should be more mods, especially on complaint section. The current state of complaint section is pathetic with so many reported hackers not being banned.

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I have one IDEA -- maybe players should be able to vote for a pause of the game (lock all scores) and provide proof later if necessary.

When cheater leaves the game can be unpaused again.

And again the proofs should be collected -- if a cheaters presence in the game was proven and somebody's voting against pausing the game is also proven -- this should have consequences ...

 

How it could look like -- anybody could call a voting window which pauses the game and the game doesn't continue until majority of both teams vote for it. The rule would be, that the player calling a pause shoudl be able to present the proofs of the cheating later, otherwise ...

i suggested this last post page 1, maybe you missed it.

I understood that you idea was to pause the game until mod arrives, I don't support it since you never know if there is a mod available and will he/she come.

 

However, to think more about it, this solution has the same flaws and can be abused -- like winning team seeing opponents becoming too strong can plant a cheater to them and use that as a reason to pause the game ... for a long long time ....

 

Anything that will stop the game for a longer time, can be abused.

 

What about this idea (also a modification of similar ideas) -- to give users a right to kick cheater from the game and ban for a short time -- like for 4 hours.

NB! the details of the procedure matter. Providing proofs is essential

1. To get that kind of right you should have ... reasonable experience/hisrtory or you can prove you've won battles or have recommendations or ...

2. Since this is a powerful tool/right, abusing it will have severe consequences -- equal to cheating, meaning you have to have proofs you used it against real cheater

3. We will have a shortcut key to start the following procedure:

--- a. entire game pauses for 15 seconds, and everybody will have a note on a screen, who initiated the pause. If there was recent obvious cheating like flag stealing etc. it will be also still visible on the screen.

--- b. during 15 sec the one who called pause should select the player to kick and the short reason why (command /kick ME_CHEAT "Flag thief")

--- c. after that for 10 seconds everybody, including the one being kicked, can see who kicked who and why -- that gives the opportunity to take a screenshot as a proof.

--- d. after that the game continues

4. If you get kicked without reason you will have a screenshot as a proof to post a complaint. and see point 2.

 

The expected results: There will be less complaints in the forum about cheaters and maybe some complaints about abused kicks. Less cases will leave admins more time to look more deeply into into each one.

Since you have to use a real account to kick somebody you will think twice before abusing it, loosing a mult is no loss to anybody -- but who wants to loose the real account?

 

 

 

obviously waiting for a mod would require a greater number than we have now.

 

allowing players to kick people is a massive massive fail. see ur post above regarding the nature of players helping hackers just to win. if a player can abuse a system for personal gain 99% (sadly) will.

 

ur system is impossible to implement and seriously flawed. player history so that you can kick people? hmm good luck with that one.

really its a crazy idea and the thought behind it is laughable.

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I am getting sick of all the hackers on this game any more. this game used to be fun. but whats fun about playing a ctf lets say 777 flags four 4-5 hrs and winning and a flag hacker comes in and wins it for the other team. all that time playing is gone cuz of some punk..when joined tanki it was 4 mill strong and a few hackers but know its out of control. is this how 2.0 is going to be? come on tanki get a grip on this. there are hackers on just about evry ctf now. :x

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allowing players to kick people is a massive massive fail. see ur post above regarding the nature of players helping hackers just to win. if a player can abuse a system for personal gain 99% (sadly) will.

Hi MonkeyMagic,

I hope You understood all aspects of my proposal, I'm not a native english speaker so there could be some language failures.

 

Please pay attention to a little difference: "anybody can afford to loose a mult, but nobody wants to loose his main account".

People will not abuse it if there will be consuquences. :D

Nobody is stupid enough to cheat with its main account -- anybody could but nobody does.

People abuse the game right now massively cause its safe to launch a cheating mult and let it to win the game.

 

ur system is impossible to implement and seriously flawed. player history so that you can kick people? hmm good luck with that one.

really its a crazy idea and the thought behind it is laughable.

This is quite easy to implement -- most of similar functionality already exists in the game -- just minor modifications needed.

 

The only thing that needs to think over is whom to give the right to kick players -- we obviously do not want to give this power to mults :)

One factor could be the history of the player, but I cant propose a pattern at the moment.

 

The main point is: IF TANKI ONLINE CANT PROTECT PLAYERS FROM CHEATERS THE PLAYERS SHOULD BE GIVEN POWER TO DEFEND THEMSELVES.

Very old and prooven way in human history -- it just needs a courage from the rulers (admins).

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allowing players to kick people is a massive massive fail. see ur post above regarding the nature of players helping hackers just to win. if a player can abuse a system for personal gain 99% (sadly) will.

Hi MonkeyMagic,

I hope You understood all aspects of my proposal, I'm not a native english speaker so there could be some language failures.

 

Please pay attention to a little difference: "anybody can afford to loose a mult, but nobody wants to loose his main account".

People will not abuse it if there will be consuquences. :D

Nobody is stupid enough to cheat with its main account -- anybody could but nobody does.

People abuse the game right now massively cause its safe to launch a cheating mult and let it to win the game.

 

ur system is impossible to implement and seriously flawed. player history so that you can kick people? hmm good luck with that one.

really its a crazy idea and the thought behind it is laughable.

This is quite easy to implement -- most of similar functionality already exists in the game -- just minor modifications needed.

 

The only thing that needs to think over is whom to give the right to kick players -- we obviously do not want to give this power to mults :)

One factor could be the history of the player, but I cant propose a pattern at the moment.

 

The main point is: IF TANKI ONLINE CANT PROTECT PLAYERS FROM CHEATERS THE PLAYERS SHOULD BE GIVEN POWER TO DEFEND THEMSELVES.

Very old and prooven way in human history -- it just needs a courage from the rulers (admins).

 

whilst i appreciate your attention to this matter, forgive me if i still doubt the logic in your proposal.

 

your main proposal is, give powers to 'senior' or 'trusted' players to remove hackers/mults or players that cheat. why bother? your suggestion is in essence: a lesser form of moderation. why bother? just assign the correct amount of mods! we have what at the moment 6/8??? considering we are 10m players what % are non russian speaking and therefore require the attention of 'english' mods. whats the ratio there 5/6/700k players per 1 mod? you have to laugh at that.

 

lets discuss the definition of mults. i await your answer on this. however i put forward a question for you to ponder: do you think a mult is restricted in rank?

 

i do agree with your opinion regarding punishment of offenders. however, as the amount of mods in the game (perhaps in the whole game there are 100 mods at most) serving the amount of players that grows considerably ( ok guys we all know that there are really only 900 players the rest are mult accounts XD) every day, so i refer to my original post suggesting a solution and infer that this would work if there are a realistic amount of tanki police in the game.

 

micky, i believe that what you suggest would work 'in theory', however karl marx also had a 'theory' - on public, economics, society and government. 'in theory' he created a utopian environment. however, human nature has doomed both your, and mr marx's theory to fail. shame that it is so, in both instances.

 

mm

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your main proposal is, give powers to 'senior' or 'trusted' players to remove hackers/mults or players that cheat. why bother? your suggestion is in essence: a lesser form of moderation. why bother? just assign the correct amount of mods! we have what at the moment 6/8??? considering we are 10m players what % are non russian speaking and therefore require the attention of 'english' mods. whats the ratio there 5/6/700k players per 1 mod? you have to laugh at that.

 

lets discuss the definition of mults. i await your answer on this. however i put forward a question for you to ponder: do you think a mult is restricted in rank?

 

i do agree with your opinion regarding punishment of offenders. however, as the amount of mods in the game (perhaps in the whole game there are 100 mods at most) serving the amount of players that grows considerably ( ok guys we all know that there are really only 900 players the rest are mult accounts XD) every day, so i refer to my original post suggesting a solution and infer that this would work if there are a realistic amount of tanki police in the game.

 

micky, i believe that what you suggest would work 'in theory', however karl marx also had a 'theory' - on public, economics, society and government. 'in theory' he created a utopian environment. however, human nature has doomed both your, and mr marx's theory to fail. shame that it is so, in both instances.

Hi, MonkeyMagic.

 

So, you are saying, that in 99% of cases people cheat. However, there isn't a chaos around us if you step out of the door.

Why don't you go and smash and destroy your neighborhood?

 

One way to ensure order in a country is to have a strong Army and Policy. However, in most countries it is found to be inefficient to use only police and army. So there are many kinds of other organizations incl. neighborhood watch, home guard, volunteer rescue teams etc.

 

Also, in non-totalitarian countries citizens are allowed to have guns if they pass some test and are mentally stable.

 

Citizens having guns are not a lesser kind of police.

 

Don't underestimate the amount and will of honest players who do need a confidence, that the games aren't robbed every day.

In the current hopeless situation many of those have left the game ... this a loss to the game, but unfortunately not to the TankiOnline as a business projects.

 

In order to stop the current wave of cheating there must be a permanent moderator in every game who could respond in seconds -- I find this unreal.

 

You could be more specific and describe in details what in worst case would happen if you give players to kick cheaters.

 

 

PS! If you need a definition, then I beleive we could say that Mult is a player in the game who doesn't play for his own and/or hes/her team benefit.

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You deal with cheaters starting from the common cheats.

1. The speed of a tank is limited, if a tank moves from A to B faster than the accepted top speed, then it is a cheat.

I assume that the player tanks are constantly sending their positions to the server so that they can be sent to the other players. If that is the case, the server can detect the Distance Vs Time and determine if such movement is possible.

2. The energy of a tank is limited (again the server can detect when one isida is healing too much).

3. The length of isida ray cannot be longer than whatever the default is. (again it can be detected).

 

 

I am assuming that right now the servers are trying to be minimalistic and just act like proxies that send the commands from one tank to all the others.

You have two options.

A. You buy more servers that will allow you to process the feedback from tanks and detect anomalies. This costs money and I assume the game management is not eager to go that way.

B. You add the detection of anomalies in the client and let the players detect anomalies received from the server. This means the servers get to stay the way they are, you are just adding a very slight (negligible) overhead on the existing clients.

If my tank receives anomalies from the server regarding a tank on the map, it would automatically report it to some server dedicated to such things. This means the extra server would not have to constantly analyze data from 40k tanks, but only the data reported automatically by the other tanks. Assuming that the position of a cheater tank is sent to all the tanks on the map, all the tanks would report the culprit, thus making it easy to properly identify the cheater and prevent abuse from coded clients.

 

 

One other way would be a 'report' command for players. If you don't want all the tanks to constantly analyze the positions of all the other tanks on the map, there could be a report feature. Once a player 'reports' another player, its own game* would then start analyzing the feedback from the cheater and send the report to the server (if anything wrong is detected). Since more players would 'report' the cheater, the overhead on the clients (or server) would be minimal and only activated when a cheater is around.

 

*By game i mean the swf application loaded in the browser.

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allowing players to kick people is a massive massive fail. see ur post above regarding the nature of players helping hackers just to win. if a player can abuse a system for personal gain 99% (sadly) will.

Hi MonkeyMagic,

I hope You understood all aspects of my proposal, I'm not a native english speaker so there could be some language failures.

 

Please pay attention to a little difference: "anybody can afford to loose a mult, but nobody wants to loose his main account".

People will not abuse it if there will be consuquences. :D

Nobody is stupid enough to cheat with its main account -- anybody could but nobody does.

People abuse the game right now massively cause its safe to launch a cheating mult and let it to win the game.

 

ur system is impossible to implement and seriously flawed. player history so that you can kick people? hmm good luck with that one.

really its a crazy idea and the thought behind it is laughable.

This is quite easy to implement -- most of similar functionality already exists in the game -- just minor modifications needed.

 

The only thing that needs to think over is whom to give the right to kick players -- we obviously do not want to give this power to mults :)

One factor could be the history of the player, but I cant propose a pattern at the moment.

 

The main point is: IF TANKI ONLINE CANT PROTECT PLAYERS FROM CHEATERS THE PLAYERS SHOULD BE GIVEN POWER TO DEFEND THEMSELVES.

Very old and prooven way in human history -- it just needs a courage from the rulers (admins).

 

whilst i appreciate your attention to this matter, forgive me if i still doubt the logic in your proposal.

 

your main proposal is, give powers to 'senior' or 'trusted' players to remove hackers/mults or players that cheat. why bother? your suggestion is in essence: a lesser form of moderation. why bother? just assign the correct amount of mods! we have what at the moment 6/8??? considering we are 10m players what % are non russian speaking and therefore require the attention of 'english' mods. whats the ratio there 5/6/700k players per 1 mod? you have to laugh at that.

 

lets discuss the definition of mults. i await your answer on this. however i put forward a question for you to ponder: do you think a mult is restricted in rank?

 

i do agree with your opinion regarding punishment of offenders. however, as the amount of mods in the game (perhaps in the whole game there are 100 mods at most) serving the amount of players that grows considerably ( ok guys we all know that there are really only 900 players the rest are mult accounts XD) every day, so i refer to my original post suggesting a solution and infer that this would work if there are a realistic amount of tanki police in the game.

 

micky, i believe that what you suggest would work 'in theory', however karl marx also had a 'theory' - on public, economics, society and government. 'in theory' he created a utopian environment. however, human nature has doomed both your, and mr marx's theory to fail. shame that it is so, in both instances.

 

mm

 

 

I can't believe it how Moderator respond on it.

Wow, and game think that that kind of Moderators can help the game?

Hmm, I don't think so.

That's exactly how most of Moderators used to think and do stuff.

Why bother reporting/banning/muting people.

It doesn't matter let them curse/let them hack.

That's how most of Moderators think.

And exactly doing stuff like that.

Ishould think if I can spend money on this game or even play this game at all.

I am so disapointed.

Thank You!

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Here is your answer Kool. There is the Now Model & Future Model because there are somethings that can immediately impact the game and others that will require developer time and resources that won't fix our problems any time soon.

 

Now

 

#1: increase moderators until hacking subsides or until items 2, 3 and 4 are implemented, then go back to pre-war moderator numbers. Essentially like the reserves for armies. You call them up to fight when necessary.

 

Tanki is losing users and until 4.5.12 had not addressed the issue publically. Even then it was just them telling us that they are devoting 100% of their resources to fixing the issue. Unfortunately that takes time, and there are no guarantees that their solutions won't be hacked again.

 

Easiest and most immediate fix is to give quite a few volunteer players the ability to moderate in-game play and remove hackers.

 

-----------------------------------------------------------------------------

 

Future

 

#2: Work on an Anti-cheat engine that has some value

 

#3: Create some sort of in-game user direct to on-line moderator reporting system and a kibitzing model like Monkey proposed to get mods into games quickly to fix the issues.

 

#4: Create some sort of roll back capability for moderators so they can return the game to where it was pre-hacking.

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I have seen the "lightning capers" too and I have to say, they more than ruin a good and fair game, pretty instantly.

I would actually prefer the Isida hackers to these flag hackers.

 

Are you serious? So you like Unlimited isida? With a ghost hack? In stand of a flag hack? *facepalm*

He's saying its better than flag hacker, I say +1 to him.

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We shouldn't make CTFs for less than perhaps 10 flags. In case it's less a hacker comes and captures in less time than we need to get a proof :?

And how exactly would that make me feel better about the hours wasted by some cheater? They would just create another account. I am just sick of them, I just got out of another game that almost got f'ed up by another flying tank.

If this thing persists I am going to just leave the game and not look back. I am playing to get entertained, not to get frustrated and robbed.

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I can't believe it how Moderator respond on it.

Wow, and game think that that kind of Moderators can help the game?

Hmm, I don't think so.

That's exactly how most of Moderators used to think and do stuff.

Why bother reporting/banning/muting people.

It doesn't matter let them curse/let them hack.

That's how most of Moderators think.

And exactly doing stuff like that.

Ishould think if I can spend money on this game or even play this game at all.

I am so disapointed.

Thank You!

 

eh? what you on about?

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I can't believe it how Moderator respond on it.

Wow, and game think that that kind of Moderators can help the game?

Hmm, I don't think so.

That's exactly how most of Moderators used to think and do stuff.

Why bother reporting/banning/muting people.

It doesn't matter let them curse/let them hack.

That's how most of Moderators think.

And exactly doing stuff like that.

Ishould think if I can spend money on this game or even play this game at all.

I am so disapointed.

Thank You!

 

eh? what you on about?

 

I think he got an impression if you have said that regular players can't be trusted and only admins/moderators are smart and honest ... :)

 

Anyway ... if the news to be believed the new clever cheater detection system is out and working.

 

Could somebody, who has more information on that, tell us, will that first collect the data and analyze it later or will it block cheaters immediately when the anomaly in the game is detected?

 

If it will cheaters to void later it will be not enough since one can still launch a cheater-mult to win the game.

As I've said before, anybody can afford to loose a mult.

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Could somebody' date=' who has more information on that, tell us, will that first collect the data and analyze it later or will it block cheaters immediately when the anomaly in the game is detected?[/quote']

 

As far as I my knowledge tells me, Immediately as soon as the anomaly is detected.

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Could somebody' date=' who has more information on that, tell us, will that first collect the data and analyze it later or will it block cheaters immediately when the anomaly in the game is detected?[/quote']

 

As far as I my knowledge tells me, Immediately as soon as the anomaly is detected.

Few screenshots taken just minutes ago ... :roll:

http://forum.tankionline.com/posts/list/115900.page

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