• The Division hacks, cheats and exploits run rampant in PC beta
    32 replies, posted
[url]http://www.pcgamesn.com/the-division/the-division-hacks-cheats-and-exploits-run-rampant-in-pc-beta[/url]
Often betas don't have anti-cheat because they want people to find cheats and report them. I can see why Ubisoft wouldn't want to ban beta users for helping secure the game. Generally only repeated cheat abuse in beta gets you banned. Not sure why they're saying that it's the result of glitches tho. Must be a PR person trying to 'save face'. [editline]1st February 2016[/editline] This is a p good comment explaining some things: [URL]https://www.reddit.com/r/thedivision/comments/43jr61/pc_version_will_be_plagued_with_cheaters/czj1uhi[/URL]
[QUOTE=Asgard;49648931]Often betas don't have anti-cheat because they want people to find cheats and report them. I can see why Ubisoft wouldn't want to ban beta users for helping secure the game. Generally only repeated cheat abuse in beta gets you banned. Not sure why they're saying that it's the result of glitches tho. Must be a PR person trying to 'save face'. [editline]1st February 2016[/editline] This is a p good comment explaining some things: [URL]https://www.reddit.com/r/thedivision/comments/43jr61/pc_version_will_be_plagued_with_cheaters/czj1uhi[/URL][/QUOTE] That guy seems misguided in his optimism, I see no reason why these checks would for some reason be disabled in the beta, if anything they'd want these tested properly before the game comes out for real. It seems more likely that people [I]want[/I] to believe him, but Ubi's recent comments on note of the hackers haven't been especially confidence-inspiring (they're just sploiters, we swear!).
[QUOTE=Profanwolf;49649114]That guy seems misguided in his optimism, I see no reason why these checks would for some reason be disabled in the beta, if anything they'd want these tested properly before the game comes out for real. It seems more likely that people [I]want[/I] to believe him, but Ubi's recent comments on note of the hackers haven't been especially confidence-inspiring (they're just sploiters, we swear!).[/QUOTE] Same argument about testing can go the other way.
Three words for everyone. Client side stats. Not even joking, almost all stats (excluding currencies and health) and stored on the client, and server just accepts it without any checking. You can have unlimited ammo in a mag, super-speed (this causes players to go invisible also), any desired critical chance, no recoil, unlimited medkits and grenades and so on and on. [IMG]https://giant.gfycat.com/ConstantWatchfulChicken.gif[/IMG]
There IS a bug causing invisibility + godmode though. I've seen it about 5 times
[QUOTE=kobalt;49649172]Three words for everyone. Client side stats. Not even joking, almost all stats (excluding currencies and health) and stored on the client, and server just accepts it without any checking. You can have unlimited ammo in a mag, super-speed (this causes players to go invisible also), any desired critical chance, no recoil, unlimited medkits and grenades and so on and on. [IMG]https://giant.gfycat.com/ConstantWatchfulChicken.gif[/IMG][/QUOTE] So any dunce with CheatEngine can wreak utter devastation... in a Multiplayer Game... wow.
[QUOTE=kobalt;49649172]Three words for everyone. Client side stats. Not even joking, almost all stats (excluding currencies and health) and stored on the client, and server just accepts it without any checking. You can have unlimited ammo in a mag, super-speed (this causes players to go invisible also), any desired critical chance, no recoil, unlimited medkits and grenades and so on and on.[/QUOTE] What the fuck. You don't do this shit on a multiplayer game, what the hell Ubisoft.
I'm sure they'll have checks in the full release. Maybe they want to screen everyone now and ban them in the full game :v:
[QUOTE=Tuskin;49649389]I'm sure they'll have checks in the full release. Maybe they want to screen everyone now and ban them in the full game :v:[/QUOTE] I'm sure they will but why not have shit server-sided from the start? Kinda hard to run a beta when you have such a massive obvious hole like that.
[QUOTE=kobalt;49649172]Three words for everyone. Client side stats. Not even joking, almost all stats (excluding currencies and health) and stored on the client, and server just accepts it without any checking. You can have unlimited ammo in a mag, super-speed (this causes players to go invisible also), any desired critical chance, no recoil, unlimited medkits and grenades and so on and on. [/QUOTE] Typical Ubisoft. Have no one told them that they should never trust the client? It's probably to distribute a lot of the work to the client so the server can handle more, but this is pretty stupid. Battlefield 3 did the same thing at some point. Client could tell the server how much they damaged another player.
I guess the only reason to do this is if the multiplayer code is still unoptimized. Still it's kinda wrecking the beta and then there's articles like these. Ubisoft having a history of bug-riddled releases doesn't help either.
Thankfully they accepted my refund after 3 hours of beta gametime. I guess I'll see if the release is less broken. Dodged a bullet.
This kind of stuff will continue into the main game regardless of server checks and anti-cheats are added. The Deadzone is going to be hacker central after a while.
[QUOTE=kobalt;49649172]Three words for everyone. Client side stats. Not even joking, almost all stats (excluding currencies and health) and stored on the client, and server just accepts it without any checking. You can have unlimited ammo in a mag, super-speed (this causes players to go invisible also), any desired critical chance, no recoil, unlimited medkits and grenades and so on and on. [IMG]https://giant.gfycat.com/ConstantWatchfulChicken.gif[/IMG][/QUOTE] holy shit i thought nobody would ever do this again after The Matrix Online did the same fucking thing in 2005
the same happens in "The Crew" you can change your speed and there is 0 anticheat at all, leaderboards are full of hackers. and the crew has been out for over a year now.
[QUOTE=ms333;49649412]Battlefield 3 did the same thing at some point. Client could tell the server how much they damaged another player.[/QUOTE] Still does, difference is the server now checks to see if your bullet actually took a path towards them, not through walls. So you can still damage cheat in BF3, just not instantly kill people from spawn anymore, which was [B][I]~hilarious~[/I][/B] Never trust the client.
Its most likely my heavy dislike of Ubisoft saying this, but WHY do I get the feeling that this is on purpose? Like, even though its a beta and all, its being done to make the console versions seem better as said cheating apparently can't be done?
[QUOTE=SteakStyles;49650233]Its most likely my heavy dislike of Ubisoft saying this, but WHY do I get the feeling that this is on purpose? Like, even though its a beta and all, [U]its being done to make the console versions seem better as said cheating apparently can't be done?[/U][/QUOTE] Bullshit, if the consoles have everything clientside as well, you can just as easily do it on the console via either a modded console or by traffic manipulation, both are very common and can be done on any platform. This is just lazy as fuck coding.
[QUOTE=TheJoey;49649958]holy shit i thought nobody would ever do this again after The Matrix Online did the same fucking thing in 2005[/QUOTE] the funny thing is this is actually a lore friendy exploit/cheat in the case of The Matrix Online
[QUOTE=Qaus;49650297]the funny thing is this is actually a lore friendy exploit/cheat in the case of The Matrix Online[/QUOTE] yeah dude turning healing items into admin cheats, we uh, we totally ...HACKED it.
its literally easier to create a server dominant architecture, how do you do this ubi pls!
[QUOTE=Map in a box;49650787]its literally easier to create a server dominant architecture, how do you do this ubi pls![/QUOTE] Unless you build a singleplayer game... and just made it multiplayer by syncing all instances.
[QUOTE=Clavus;49650822]Unless you build a singleplayer game... and just made it multiplayer by syncing all instances.[/QUOTE] This is probably your point, but this is exactly how the game works, lol. Its actually the source of the invisibility/godmode bug, when the glitch happens you end up getting unintentionally thrown back into your own SP instance despite being in the darkzone, and because instances are 100% seamless and you can even look into, and INTERACT, with other instances despite you being in your own private one, it essentially turns you into an invisible god.
It's a little sad that it's so broken at the moment because I actually really enjoyed what I played when it worked. The concept of open world multiplayer loot-hunting with ganking and resulting bounty hunting is fairly simple, but it's seriously addictive.
[QUOTE=Clavus;49650822]Unless you build a singleplayer game... and just made it multiplayer by syncing all instances.[/QUOTE] is the division NOT intended to be an MP game at heart?
[QUOTE=Map in a box;49650996]is the division NOT intended to be an MP game at heart?[/QUOTE] The vast majority of the game is generally singleplayer with seamless drop-in/out 4 player coop. Story missions operate a bit like 'raids' and can be played with matchmaking, as well as changing difficulty, or you can just solo them on normal. The only part of the game where its actually mmo-like is the hubs (where tons of different player instances converge seamlessly, and can party up) and the darkzone (where the same thing happens but w/ pvp) Its actually a kind of genius way to handle it, its very immersive to be able to just walk into the hub, ask some players to help you (either with text, or the local voice chat), quickly party up, and just walk right back out into the party leader's instance, with all of his missions synced up to you.
seems like MP is a huge part of the game then, so why would they have such horrible P2P
The thing is they're more than likely using P2P, its the smart move here. They're just doing a terrible job at validation.
[QUOTE=kobalt;49649172]Three words for everyone. Client side stats. Not even joking, almost all stats (excluding currencies and health) and stored on the client, and server just accepts it without any checking. You can have unlimited ammo in a mag, super-speed (this causes players to go invisible also), any desired critical chance, no recoil, unlimited medkits and grenades and so on and on. [IMG]https://giant.gfycat.com/ConstantWatchfulChicken.gif[/IMG][/QUOTE] It blows me away that a tiny line of code could fix this super easily [code] // Occurs when firing a weapon if (currentMagBullets > maxMagSize) then { currentMagBullets = maxMagSize - 1; } [/code] (pseudocode) Tada, now if you have 10,000 bullets in a gun that's suppose to have 30, it'll fire your bullet and set you to 29.
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