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im disappointed at blizzard for doing a bad job at stopping maphackers. other than banning and suspending players, they didnt do anything to prevent maphacks.why dont they follow iccup's footstep? banning maphackers doesnt actually prevent maphack from being used. i misses the old days when playing rts doesnt give u the anger and fear of playing a maphacker . i played red alert 1 and warcraft 2 and have never heard of maphacks. i believe maphacks doesnt even exist during those time. nobody bothers to make them anyway.
10 years down after sc1 and the issue of maphack still exists.. this is frustrating as a player and consumer . plus i think blizzard have what it takes to implement an antihack system to their game.thats what makes it more disappointing. not stopping something bad when you have the power to.
/rant
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As far as I know, chasing maphacks is like cats'n'mice. In other words, if you patch a maphack exploit, there will be new one. Correct me if I'm wrong.
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Are you ranting about sc:bw? I thought Blizzard stopped caring about hacks for that game years ago. I could be wrong here but I think Blizzard has more important things to worry about like D3, HOTS, WOW, and the new MMO instead of a game that they are actively trying to phase out so they can bring more people, especially Koreans, into the world of SC2.
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On May 30 2011 11:25 Dubzex wrote: Are you ranting about sc:bw? I thought Blizzard stopped caring about hacks for that game years ago. I could be wrong here but I think Blizzard has more important things to worry about like D3, HOTS, WOW, and the new MMO instead of a game that they are actively trying to phase out so they can bring more people, especially Koreans, into the world of SC2. Pretty sure he's talking about SC2.
Someone needs to make a modern day penguin plug for SC2, that would solve the problem! (for those who don't know penguin plug was an old plugin for BW that took advantage of a "back door" in the popular maphack of the time and made the player unally themselves after 5 minutes so their own units would destroy their base lol)
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On May 30 2011 11:26 jello_biafra wrote:Show nested quote +On May 30 2011 11:25 Dubzex wrote: Are you ranting about sc:bw? I thought Blizzard stopped caring about hacks for that game years ago. I could be wrong here but I think Blizzard has more important things to worry about like D3, HOTS, WOW, and the new MMO instead of a game that they are actively trying to phase out so they can bring more people, especially Koreans, into the world of SC2. Pretty sure he's talking about SC2. Someone needs to make a modern day penguin plug for SC2, that would solve the problem! (for those who don't know penguin plug was an old plugin for BW that took advantage of a "back door" in the popular maphack of the time and made the player unally themselves after 5 minutes so their own units would destroy their base lol)
I don't know, it definitely seems like he is talking about SC:BW...
On May 30 2011 11:17 KingofHearts wrote: 10 years down after sc1 and the issue of maphack still exists..
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im talking about sc2 10 years since sc1 and the issue still exists!
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On May 30 2011 11:20 darkness wrote:As far as I know, chasing maphacks is like cats'n'mice. In other words, if you patch a maphack exploit, there will be new one. Correct me if I'm wrong. Technologically, making the game 100% maphack free is pretty trivial. Just change the network architecture from p2p to client-server. Or at least give players that option if they so choose. The problem is economical and not technological.
Blizzard only doesn't do it because it's not worth the cost vs benefit. They would spend considerable money to implement it. And how much more money do they think they would make from a maphack free game? Very little. They don't think it's worth it. This kinds of thing would have to go through the CFO which would simply analyse the ROI (return of investiment) and say no.
A maphackable game is more profitable.
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the players you play who you think maphack are most likely not maphacking. In my experience, the problem seems far more widespread than it actually is.
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On May 30 2011 11:36 KingofHearts wrote: im talking about sc2 10 years since sc1 and the issue still exists! hahahahahah oh wow.
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On May 30 2011 11:34 Dubzex wrote: Someone needs to make a modern day penguin plug for SC2, that would solve the problem! (for those who don't know penguin plug was an old plugin for BW that took advantage of a "back door" in the popular maphack of the time and made the player unally themselves after 5 minutes so their own units would destroy their base lol)
Isn't it against the rules to use 3rd party programs? If not, then I welcome this suggestion.
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On May 30 2011 11:49 VIB wrote:Show nested quote +On May 30 2011 11:20 darkness wrote:As far as I know, chasing maphacks is like cats'n'mice. In other words, if you patch a maphack exploit, there will be new one. Correct me if I'm wrong. Technologically, making the game 100% maphack free is pretty trivial. Just change the network architecture from p2p to client-server. Or at least give players that option if they so choose. The problem is economical and not technological. Blizzard only doesn't do it because it's not worth the cost vs benefit. They would spend considerable money to implement it. And how much more money do they think they would make from a maphack free game? Very little. They don't think it's worth it. This kinds of thing would have to go through the CFO which would simply analyse the ROI (return of investiment) and say no. A maphackable game is more profitable.
Huh? The game is not p2p it is client-server. And there are plenty of games that are client-server and hacking is rampant. Sorry to say but it's just a reality of online games. Idk any games that handle hacking very well. Most tournaments have their own anti-cheats and lan is obviously not a problem so its mostly just annoying on ladder in that u might run into a hacker every 1 in 100 games or something.
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Lol people who maphack are usually not very good players anyways so there's no huge problem with them, furthermore, every time they ban someone they have to buy another copy which is more profit for them anyways. Also, on another note, I feel like playing against map hackers is extremely fun or would be as I don't label anyone I have ever played a map hacker, they're just another challenge.
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On May 30 2011 12:17 L3gendary wrote:Show nested quote +On May 30 2011 11:49 VIB wrote:On May 30 2011 11:20 darkness wrote:As far as I know, chasing maphacks is like cats'n'mice. In other words, if you patch a maphack exploit, there will be new one. Correct me if I'm wrong. Technologically, making the game 100% maphack free is pretty trivial. Just change the network architecture from p2p to client-server. Or at least give players that option if they so choose. The problem is economical and not technological. Blizzard only doesn't do it because it's not worth the cost vs benefit. They would spend considerable money to implement it. And how much more money do they think they would make from a maphack free game? Very little. They don't think it's worth it. This kinds of thing would have to go through the CFO which would simply analyse the ROI (return of investiment) and say no. A maphackable game is more profitable. Huh? The game is not p2p it is client-server. And there are plenty of games that are client-server and hacking is rampant. Sorry to say but it's just a reality of online games. Idk any games that handle hacking very well. Most tournaments have their own anti-cheats and lan is obviously not a problem so its mostly just annoying on ladder in that u might run into a hacker every 1 in 100 games or something.
BW is definitely p2p, not sure about SC2, I would guess it's the same. I would actually like to read more about this kind of stuff, a link would be appreciated.
I don't see how making it client-server would solve the problems though, it has to do what's being transmitted, not where it's coming from, no?
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On May 30 2011 12:34 Cambium wrote:Show nested quote +On May 30 2011 12:17 L3gendary wrote:On May 30 2011 11:49 VIB wrote:On May 30 2011 11:20 darkness wrote:As far as I know, chasing maphacks is like cats'n'mice. In other words, if you patch a maphack exploit, there will be new one. Correct me if I'm wrong. Technologically, making the game 100% maphack free is pretty trivial. Just change the network architecture from p2p to client-server. Or at least give players that option if they so choose. The problem is economical and not technological. Blizzard only doesn't do it because it's not worth the cost vs benefit. They would spend considerable money to implement it. And how much more money do they think they would make from a maphack free game? Very little. They don't think it's worth it. This kinds of thing would have to go through the CFO which would simply analyse the ROI (return of investiment) and say no. A maphackable game is more profitable. Huh? The game is not p2p it is client-server. And there are plenty of games that are client-server and hacking is rampant. Sorry to say but it's just a reality of online games. Idk any games that handle hacking very well. Most tournaments have their own anti-cheats and lan is obviously not a problem so its mostly just annoying on ladder in that u might run into a hacker every 1 in 100 games or something. BW is definitely p2p, not sure about SC2, I would guess it's the same. I would actually like to read more about this kind of stuff, a link would be appreciated. I don't see how making it client-server would solve the problems though, it has to do what's being transmitted, not where it's coming from, no?
the idea here is that when it goes through a server, the server can check what's being transmitted and detect maphacks.
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On May 30 2011 12:17 L3gendary wrote:Show nested quote +On May 30 2011 11:49 VIB wrote:On May 30 2011 11:20 darkness wrote:As far as I know, chasing maphacks is like cats'n'mice. In other words, if you patch a maphack exploit, there will be new one. Correct me if I'm wrong. Technologically, making the game 100% maphack free is pretty trivial. Just change the network architecture from p2p to client-server. Or at least give players that option if they so choose. The problem is economical and not technological. Blizzard only doesn't do it because it's not worth the cost vs benefit. They would spend considerable money to implement it. And how much more money do they think they would make from a maphack free game? Very little. They don't think it's worth it. This kinds of thing would have to go through the CFO which would simply analyse the ROI (return of investiment) and say no. A maphackable game is more profitable. Huh? The game is not p2p it is client-server. And there are plenty of games that are client-server and hacking is rampant. You're probably misunderstanding what I said. I'm talking about the specific problem of maphacks. Not about general hacks. Maphacks specifically are only possible because the player data are shared between both clients in p2p instead of being handled by a third party server. This problem is 100% solvable with a server as referee.
On May 30 2011 12:34 Cambium wrote:Show nested quote +On May 30 2011 12:17 L3gendary wrote:On May 30 2011 11:49 VIB wrote:On May 30 2011 11:20 darkness wrote:As far as I know, chasing maphacks is like cats'n'mice. In other words, if you patch a maphack exploit, there will be new one. Correct me if I'm wrong. Technologically, making the game 100% maphack free is pretty trivial. Just change the network architecture from p2p to client-server. Or at least give players that option if they so choose. The problem is economical and not technological. Blizzard only doesn't do it because it's not worth the cost vs benefit. They would spend considerable money to implement it. And how much more money do they think they would make from a maphack free game? Very little. They don't think it's worth it. This kinds of thing would have to go through the CFO which would simply analyse the ROI (return of investiment) and say no. A maphackable game is more profitable. Huh? The game is not p2p it is client-server. And there are plenty of games that are client-server and hacking is rampant. Sorry to say but it's just a reality of online games. Idk any games that handle hacking very well. Most tournaments have their own anti-cheats and lan is obviously not a problem so its mostly just annoying on ladder in that u might run into a hacker every 1 in 100 games or something. I don't see how making it client-server would solve the problems though, it has to do what's being transmitted, not where it's coming from, no? Yes it's what's being transmitted. The problem is that if it's p2p then both clients have to tell each other what they're doing to keep synced.
If the game was client-server then the clients would only tell what they're doing to the server and would never know what the other is doing. The server would receive data from both sides, calculate what both can see, and only share with the players what's in their vision. And not what's under the fog of war.
edit: made an image:
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There is no way to anti-hack effectively, someone will always find a way around it. The only methods that have been pretty effective are an extremely well implemented report system, probably with an actual human review board.
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On May 30 2011 12:41 VIB wrote:Show nested quote +On May 30 2011 12:17 L3gendary wrote:On May 30 2011 11:49 VIB wrote:On May 30 2011 11:20 darkness wrote:As far as I know, chasing maphacks is like cats'n'mice. In other words, if you patch a maphack exploit, there will be new one. Correct me if I'm wrong. Technologically, making the game 100% maphack free is pretty trivial. Just change the network architecture from p2p to client-server. Or at least give players that option if they so choose. The problem is economical and not technological. Blizzard only doesn't do it because it's not worth the cost vs benefit. They would spend considerable money to implement it. And how much more money do they think they would make from a maphack free game? Very little. They don't think it's worth it. This kinds of thing would have to go through the CFO which would simply analyse the ROI (return of investiment) and say no. A maphackable game is more profitable. Huh? The game is not p2p it is client-server. And there are plenty of games that are client-server and hacking is rampant. You're probably misunderstanding what I said. I'm talking about the specific problem of maphacks. Not about general hacks. Maphacks specifically are only possible because the player data are shared between both clients in p2p instead of being handled by a third party server. This problem is 100% solvable with a server as referee. Show nested quote +On May 30 2011 12:34 Cambium wrote:On May 30 2011 12:17 L3gendary wrote:On May 30 2011 11:49 VIB wrote:On May 30 2011 11:20 darkness wrote:As far as I know, chasing maphacks is like cats'n'mice. In other words, if you patch a maphack exploit, there will be new one. Correct me if I'm wrong. Technologically, making the game 100% maphack free is pretty trivial. Just change the network architecture from p2p to client-server. Or at least give players that option if they so choose. The problem is economical and not technological. Blizzard only doesn't do it because it's not worth the cost vs benefit. They would spend considerable money to implement it. And how much more money do they think they would make from a maphack free game? Very little. They don't think it's worth it. This kinds of thing would have to go through the CFO which would simply analyse the ROI (return of investiment) and say no. A maphackable game is more profitable. Huh? The game is not p2p it is client-server. And there are plenty of games that are client-server and hacking is rampant. Sorry to say but it's just a reality of online games. Idk any games that handle hacking very well. Most tournaments have their own anti-cheats and lan is obviously not a problem so its mostly just annoying on ladder in that u might run into a hacker every 1 in 100 games or something. I don't see how making it client-server would solve the problems though, it has to do what's being transmitted, not where it's coming from, no? Yes it's what's being transmitted. The problem is that if it's p2p then both clients have to tell each other what they're doing to keep synced. If the game was client-server then the clients would only tell what they're doing to the server and would never know what the other is doing. The server would receive data from both sides, calculate what both can see, and only share with the players what's in their vision. And not what's under the fog of war. that's an interesting idea, i'd never thought about it that way. However, wouldn't that put an enormous amount of strain on the server?
I always thought of the client-server model as the server relaying the data and does no calculations. The server would obviously keep track of the frame counter, but that's it.
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On May 30 2011 12:44 Backpack wrote: Nothing is unhackable. Three step process to creating an unhackable machine:
1) Unplug machine
2) ???
3) A result!
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