Yes at this point I have started to notice some of the cheats have actually had a automatic kill switch whenever they get reported. The outcome of this kill switch I believe will prevent or delay the EAC scan so that they may cheat another day. Official servers maybe super easy because cheaters do not want to hide there cheats but rather expose them. Where non-official servers these people take great pride in hiding their cheats so they can get away with ESP raids and also no recoil. Unfortunately the issue has always been there but some people have been able to ignore it.
What exactly do you mean by kill switch?
people have always been able to "switch on and off" their cheats on a whim...
No what I am talking about is once they get reported they their cheats buys them time by killing rust and the anti-cheat. Preventing a possible scan. Then they wait and get on later once they know the EAC scan wont trigger.
None of this makes any sense. There are 2 ways if the hack is decteted and the player is banned or the hack is undecteted and the player can continue hacking.
There will be private hacks in Rust as well as in any other game that are undectected for a long time.
preventing a scan? wtf... the scan does not happen "post factum" - they have logs of all the events, and they just review them later. No matter whether you are running Rust, or not even at your computer... the logs (combat, etc) are pretty much captured in real time...
I smell myths & confusion in this thread so i'll try to clear a few points:
First, the only reason why you'll find most cheaters on officials is the obvious lack of administration there, it's basicly a free to blow environment for them since players reports usually take days to be processed.
Most 'hacks' usually have instant on/off toggle keys; which is why it is recommended to report people you believe are cheating directly without complaining about it in the game's chat so that they don't go low profile right after, in theory increasing the chances for them to be caught red handed later on.
Reporting a player does nothing but sending a notification in the form of a ticket to both Facepunch & EAC about said player. Unless you tell him that you will, there's no way for a player to know if/when/by who he's being reported for anything.
Also, reporting someone doesn't trigger any kind of automatic additionnal EAC scan on their client or anything of that sort.
EAC is always running & doesn't work on demand, (it loads as a service rootkit upon starting the game; it performs regular analyzes of the game's process, looks for unwanted hooks loaded in memory, hardware/input hijacks & a few others. It will kick you off no matter what after 30-45 sec if your client fails to respond to a single hearthbeat)
People running poorly made hacks are automatically banned on the fly upon getting flagged by one of their detection modules, and that's about it. While EAC detection methods are constantly improving over time, more experienced coders can still easily defeat EAC threw various means (hooking at kernel level, various ring0-3 tricks, staying out of process, etc; there are lots of ways, I won't go into much more details here, some workarounds have been working for years...) and people using these tools won't be banned unless reported by other players.
Upon reading the ticket & depending on it's nature, EAC employee will most likely do some profiling over this player's activity log (which they have full access to thanks to Steam/Facepunch) that allows them to some degree to detect cheating attempts even retro-actively.
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EAC can improve all they want, simply because of how the game is designed, cheating will always be a thing.
But instead of blaming Facepunch for being unable to defeat such an elusive opponent, we could at least thanks them to keep trying...
...that means using the tools given to us (in game report feature; the @rusthackreport twitter, report to admins on community servers, etc)
Most people I have played with prefer to complain, complain again & end up ragequitting the game (i'm not blaming them for that) without sending a single report after multiple death to obvious cheaters.
So please, press F7 and take the 3 minutes it needs to actually fill a report. Every report counts & matters!
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I too, dream of a day being able to play on a cheater free environment. I know it won't happen anytime soon, but that doesn't stop me from dreaming!
I like I like logical and actually points out constructive criticism unlike some of these replies I have seen on this thread. That does clear up quite a bit and that is probably a very complex answer that a dedicated administrator or developer would give.
Cheats are "injected" into the client to gain access to memory so they can pull what the server and other clients are exchanging (information). If the script kiddie closes the game the injection is no longer valid and scanning can't be done. The coders know how EAC scans, so they can EASILY make an anti-EAC close and scrub subroutine.
There are cheats right now that "steam" clean and close immediately to protect against EAC which apparently is working fantastic because the rise of ESP (wall hack)ers has increased dramatically in the last 12 months.
Private cheats only get detected if someone in the private group gives away the EXE to EAC or FP to reverse engineer.
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