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  #1  
Old 08-06-2009, 11:04 PM
blackdragonsdg
Dragon
 
Join Date: Dec 2008
Location: Tennessee
Posts: 656
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Secrets, I am not arguing with you and I am sorry if it came across that way.


Delete this thread as it has already taken a wrong turn.
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  #2  
Old 08-07-2009, 04:12 PM
Kobaz
Hill Giant
 
Join Date: Nov 2008
Location: Gold Coast, Oz
Posts: 119
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One approach that I've considered (in another context mind you) would be as follows:

1) collect stats on kills per minute, aggros per minute, bosses aggroed / junk mobs etc on all accounts and characters on a server where there is no known hacking

2) deliberately run a hacker account and collect the same stats

3) decide on a statistically valid test that has sufficient power to get acceptable type I and type II error rates

4) introduce a reporting mechanism to allow players to report probable hackers

5) when tests flag hacking then change the server-side XP and loot code to remove the rewards for hacking

The downsides include:

1) reporting hacking as a form of griefing
2) massive increase in DB load
3) could easily punish creative players
4) a hell of a lot of work
5) would become an arms race, as hackers can see what the tests are in server code and just be sure to stay outside the critical stat range
6) false positives (type I errors) will be high if too aggressive at picking "hackers". Any attempt to reduce this will result in more hackers not being detected.

I do think that the best approach would be to somehow remove the reward for hacking though. This way legitimate uses of the tool in question could remain (I am not promoting MQ in any way). That program is useful for those with physical disabilities for example.

I suspect that all this is basically a flaw in the game by the way. As long as the mid-levels are just a time-sink on the way to "the real game" at level 70 this problem will not go away. Perhaps more creative and dynamic quests/tasks for all levels/races/classes would make people less interested in cheating.
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  #3  
Old 08-07-2009, 06:07 PM
pfyon's Avatar
pfyon
Discordant
 
Join Date: Mar 2009
Location: Ottawa
Posts: 495
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Quote:
Originally Posted by Kobaz View Post
One approach that I've considered (in another context mind you) would be as follows:

1) collect stats on kills per minute, aggros per minute, bosses aggroed / junk mobs etc on all accounts and characters on a server where there is no known hacking

2) deliberately run a hacker account and collect the same stats

3) decide on a statistically valid test that has sufficient power to get acceptable type I and type II error rates

4) introduce a reporting mechanism to allow players to report probable hackers

5) when tests flag hacking then change the server-side XP and loot code to remove the rewards for hacking

The downsides include:

1) reporting hacking as a form of griefing
2) massive increase in DB load
3) could easily punish creative players
4) a hell of a lot of work
5) would become an arms race, as hackers can see what the tests are in server code and just be sure to stay outside the critical stat range
6) false positives (type I errors) will be high if too aggressive at picking "hackers". Any attempt to reduce this will result in more hackers not being detected.

I do think that the best approach would be to somehow remove the reward for hacking though. This way legitimate uses of the tool in question could remain (I am not promoting MQ in any way). That program is useful for those with physical disabilities for example.

I suspect that all this is basically a flaw in the game by the way. As long as the mid-levels are just a time-sink on the way to "the real game" at level 70 this problem will not go away. Perhaps more creative and dynamic quests/tasks for all levels/races/classes would make people less interested in cheating.
I think that's probably pretty similar to what professional MMOs do to prevent hacking. It's not likely to ever go away (especially considering we can't change the client), so you just do your best to reduce it.

An option (in addition to being able to report hackers) would be to keep temporary logs of players, say, half an hour of game time (and special events that are suspicious), then save the logs of a player when they're reported. This way a GM could look over the logs when investigating a report and ban the offending account if necessary. It isn't automatic, but it could cut down on hackers.

Now, if we had our own client too, that would be a different story...
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  #4  
Old 08-07-2009, 08:36 PM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
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Anyone ever thought about developing a 3rd party program & requiring the source to have that prog? No client interaction. This would be between the emu server and this program to stamp out mq so it can be developed in a closed source environment.
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  #5  
Old 08-07-2009, 09:40 PM
Yeormom
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Join Date: Apr 2004
Location: 127.0.0.1
Posts: 402
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All of these hacking/cheating threads simply fuel the script kiddies causing this damage by giving them more justification to stay and prove their point. There's alot more than just MQ that can cause serious issues and more light is being cast upon these areas now due to the surge of interest in anti-hacking. Keep it on the low down!
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  #6  
Old 08-07-2009, 09:53 PM
KingMort
Banned
 
Join Date: Sep 2006
Posts: 841
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That's maybe a defeatist attitude .. Who cares what they come up with as long as we come up with it faster and more frequent.. Even if we have to modify and tweak every week slightly to void their progress..

So be it.. It's way better than having our work go for nothing
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  #7  
Old 08-07-2009, 10:27 PM
3z3ki3l
Fire Beetle
 
Join Date: Sep 2007
Posts: 17
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Quote:
Originally Posted by KingMort View Post
That's maybe a defeatist attitude .. Who cares what they come up with as long as we come up with it faster and more frequent.. Even if we have to modify and tweak every week slightly to void their progress..

So be it.. It's way better than having our work go for nothing
I don't see ANYWHERE where anyone has said not to try to curb/stop MQ/whatever use. Just that how you are trying is pointless.

It's like this.

There's a right way and a whole ton of wrong ways. The right way isn't a server side fix... because it's not manageable nor effective by any measure. It's a patchwork fix for people putting together patchwork servers. They'll fall apart.

The right way IS -- still kind of gray -- but clearly going to happen in some client side software.
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