Like most people I can't beleive hacks could be so damn expensive, it's also nice to know how hard it is to find them/ that very few people seems to use them.
Current state of MapHack in Starcraft II [2019] - Page 2
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Nakajin
Canada8775 Posts
Like most people I can't beleive hacks could be so damn expensive, it's also nice to know how hard it is to find them/ that very few people seems to use them. | ||
MrShankly
United Kingdom370 Posts
I always hate when people are accused of hacks tho without RELALY SOLID proof, mainly because multiple people have accused me of map hacking, including one female "progammer"/streamer lol. I held her allin and then she didn't seem to be attacking or anything, so I blindly made spores at my bases since I was so far ahead in economy and she made DTS... Apparently hacking was the only explanation. Wasn't even high MMR either. Was low masters/mid diamond :S. | ||
Alejandrisha
United States6565 Posts
On August 30 2019 04:53 Mun_Su wrote: They subscribe to cheat at a FREE video game... mindblowing.... that's pretty much the mobile game freemium model :D | ||
ProTech
United States427 Posts
I understand you're an organizer and selling the idea that SC2 isn't infested with hacks is one of your priorities, it drives donations for events, keeps the viewers interested, and keeps E-sports from going under. Watch the stream for a full 8 hours and see the irrefutable evidence provided 5 or more times a day. Not that you'll watch the replay since it's easier to degrade people who are less popular than you are but here's an example of a cheater I run into 5+ times a day: https://drop.sc/replay/11587896 Team: <Follow>Qoas aka: Suzy (hacker) and 천재님 Team: llllllllllll(me) and 옛날유저 TR vs RR Perfect meta opens from suzy and his team mate ( unscouted ) basically they knew it was TZ vs TZ hence the 2fac/ling open. 11:44: Load up for a drop and drop the left side of the map. If you follow Qoas's camera you will see him use Camera Lock. 12:02-12:010 - Camera lock 12:10 - issues command right above team mates third base hatchery to intercept drop. Bottom side of the map has zero vision, so to move your entire army to that location with no vision of the drop is 100% map hack. Also for the record, if you check last season GM Aoa is the rank #15 grandmaster. This is the same player, he uses map hack and win trades for his MMR. Trust me, it's there and I run into it all stream long. | ||
fastr
France901 Posts
People have been paying for private hacks for a long time, across multiple games. Paid hacks are probably as old as esport. The fact that sc2 is plagued by this is not surprising to me. Most of you seem surprised that 250 losers are paying for hacks, not only it is not surprising, it's actually a low number compared to other esport titles. It seems that first person shooters are the worst in this respect, with RTSs and MOBAs compartively less targeted by hackers. There are currently ~8000 players in GM + master on all servers. Assuming 250 of those are hacking, they represent 3.1% of the total players. So if you're a master or GM player, you can assume that you play a hacker every 30 games or so. Most of us probably don't even notice because the matchmaking will make you beat half of those hackers, and the half that beats you, unless you carefully examine the replay you will probably just think you got outplayed. Thank you for providing the results of your research. Hacking in sc2 is a real problem, but it's far from what people can endure in other games. Hopefully Blizzard will continue updating their anti cheat to at least keep the free hacks at bay. For the paid hacks, I'm afraid with the amount of money those coders make, they will always be one step ahead of any anti-cheat. | ||
Silvanel
Poland4601 Posts
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Psychobabas
2531 Posts
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Harris1st
Germany6151 Posts
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Haukinger
Germany131 Posts
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baiesradu
Romania150 Posts
I play SC2 to get better at it for myself . And to crush protoss and terran scum , but that comes second. Still . Amazing job. Well documented. Impressive . Thank you for doing it ! | ||
Harris1st
Germany6151 Posts
On August 30 2019 18:07 Haukinger wrote: That's why blizzard is against hacks in the first place, pay-to-win is a market, and they begrudge the programmers their revenue. The only grotesque thing in this that they don't include the features of the hacks in the game in the first place. It's not like the hacks change the rules like making units invulnerable, it's just quality-of-life improvements. lol imagine Blizz would sell those hacks themselves. You like the game but hate injecting? Buy auto-inject for 3,99 a month You hate it when you don't watch the screen for a second and 4 banelings blow up all your marines? Buy auto-splitt for 4,49 a month 20% of the incomes goes to the price pool of the WCS (World Cheat Series) | ||
LoneYoShi
France1348 Posts
I'm actually surprised by the amount of features offered by these softwares, it really goes way way beyond a "simple" maphack ! | ||
RatzBarcode
United States98 Posts
On August 30 2019 18:07 Haukinger wrote: That's why blizzard is against hacks in the first place, pay-to-win is a market, and they begrudge the programmers their revenue. The only grotesque thing in this that they don't include the features of the hacks in the game in the first place. It's not like the hacks change the rules like making units invulnerable, it's just quality-of-life improvements. How is production hack, or vision hack, a QOL improvement? | ||
Harris1st
Germany6151 Posts
On August 30 2019 18:22 RatzBarcode wrote: How is production hack, or vision hack, a QOL improvement? You don't have to scout. Life improved right there | ||
NeWHoriZonS69
9 Posts
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Slydie
1779 Posts
On August 30 2019 18:07 Haukinger wrote: That's why blizzard is against hacks in the first place, pay-to-win is a market, and they begrudge the programmers their revenue. The only grotesque thing in this that they don't include the features of the hacks in the game in the first place. It's not like the hacks change the rules like making units invulnerable, it's just quality-of-life improvements. Skillful scouting and map control is a part of the game, and if one has an advantage there it is not fair if the overall skill level is similar. Macro matters more, though, and in GM, the players scout and predict plays at a very high level anyway. Removing the fog of war would make a very different game, I am not even sure how it would play out! | ||
InfCereal
Canada1740 Posts
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deacon.frost
Czech Republic12116 Posts
On August 30 2019 18:22 RatzBarcode wrote: How is production hack, or vision hack, a QOL improvement? Why can't we move the GUI elements around and place them somewhere more reasonable to? Or hide them completely? The game can do this, just the players cannot do that and have to use the crappy default version. One of the "hacks" allowed this. That's a HUGE QOL improvement. Move the supply/resource next to the map so you can look at both at the same time, maybe make the map bigger, remove the middle panel showing how many units and what building is selected, leave the progress bar and the icon of the upgrade somewhere. Or better, show me MY production instead, so I can see how many ovies are building, how soon will they build, how far is the ling speed away, queens... etc. The engine can do that and it's my information shown in a better way. Show me the number of larvae instead of listing them, I don't need to see the command card either. C'mon. | ||
Shuffleblade
Sweden1903 Posts
On August 30 2019 21:07 deacon.frost wrote: Why can't we move the GUI elements around and place them somewhere more reasonable to? Or hide them completely? The game can do this, just the players cannot do that and have to use the crappy default version. One of the "hacks" allowed this. That's a HUGE QOL improvement. Move the supply/resource next to the map so you can look at both at the same time, maybe make the map bigger, remove the middle panel showing how many units and what building is selected, leave the progress bar and the icon of the upgrade somewhere. Or better, show me MY production instead, so I can see how many ovies are building, how soon will they build, how far is the ling speed away, queens... etc. The engine can do that and it's my information shown in a better way. Show me the number of larvae instead of listing them, I don't need to see the command card either. C'mon. While I don't disagree with you it is a slippery slope. Stuff like being able to reorganize stuff that is already visible to be "better" visible makes sense but to simplify information is a slippery slope. Enemy protoss players buildings in progress, don't have to click them to see what it is, display an icon. Same with what unit a stargate is building. Being able to see your own production tab significantly changes the game. You might not like it but choosing what to use your apm on and what information to gather is a big part of sc2. If you simplify gathering information you take big parts away from the perspective of the game that revolves around making decisions with sparse information. "Game sense" becomes less important because what it actually is is being skilled at gathering the right information and using it the right way, it is a large part of sc2. The more of it you take away and the more SC2 become a game of perfecting micro and macro. I would like some QOL myself but we must recognize that what we are asking for is for them to change SC2 into a different game of sorts. | ||
deacon.frost
Czech Republic12116 Posts
On August 30 2019 21:50 Shuffleblade wrote: While I don't disagree with you it is a slippery slope. Stuff like being able to reorganize stuff that is already visible to be "better" visible makes sense but to simplify information is a slippery slope. Enemy protoss players buildings in progress, don't have to click them to see what it is, display an icon. Same with what unit a stargate is building. Being able to see your own production tab significantly changes the game. You might not like it but choosing what to use your apm on and what information to gather is a big part of sc2. If you simplify gathering information you take big parts away from the perspective of the game that revolves around making decisions with sparse information. "Game sense" becomes less important because what it actually is is being skilled at gathering the right information and using it the right way, it is a large part of sc2. The more of it you take away and the more SC2 become a game of perfecting micro and macro. I would like some QOL myself but we must recognize that what we are asking for is for them to change SC2 into a different game of sorts. The original poster said On August 30 2019 18:07 Haukinger wrote: That's why blizzard is against hacks in the first place, pay-to-win is a market, and they begrudge the programmers their revenue. The only grotesque thing in this that they don't include the features of the hacks in the game in the first place. It's not like the hacks change the rules like making units invulnerable, it's just quality-of-life improvements. Boldening by me. And that's the point, I reacted on somebody who went into the obvious pitfalls of cheating while missed the whole section of QOL improvements we can have. Also I originally had annoying point to the end with "BUT THIS WILL MAKE THE GAME EASIER" I deleted for obvious reasons. Now the quesiton is, if we should fight the game along with fighting the enemy or if the game should be the tool to help us fighting the enemy. SCBW is more of the first, I say SC2 should be more of the latter and if we can get GUI things that will make our lives easier and more informed, we should get them. I'm not hating the BW, that's just how it is, at least for me I just don't like restrictions which are there just because "game would be more easy". It should be, we should decide by our strategy and ability to force our strategy to our enemy. Not by not seeing a drop because I was looking at my supply, which is on the exact opposite side of the screen. Which is by definition a bad GUI design. Edit> BTW I still don't think this would be a huge improvement. If you're bad you're bad, this would be a minor tweak and would remove a valid reason to stop using hacks. I believe it was Destiny(don't quote me on that) who once said that using hacks make sense as they make you a better player. BEcause they help you develop faster as you know when to attack, not over-ovie/pylon/etc. There are plenty of things Blizzard can and should implement. It won't matter, the game is so fast the impact will be miniscule if any. We can use similar arguments about screen resolutions or key mapping. It's just where we draw the line/your philosophy. I say it's a strategy game so you should win by strategy not just by pure mechanics. Since it's a real time strategy you still need some mechanics. But I say that the game should be a tool to help you win, not to be an obstacle Edi2> I would compare this to the worker numbers over gas/base. Did it really helped that much? Nah. Do we still see over/under saturation? Yes. I bet this helped more people in lower leagues than pros who look and see. I look and don't see | ||
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