[Suggestion] E+ Anticheat
So.. what was this topic about again?
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epsislow
Getting pretty tired of this AC issue, gimme couple more pages to read and ill copy/paste all from beta to public. consequences ? propably not big for community and for me even smaller (ban from forums xD plz)
So.. what was this topic about again?
seems like somebody's hurt ego again
Can you give me access into this section of the site to make a further investigations by my own?
killer is big missing in this topic he was amusing us, where is he now
I mostly agree for the Anticheat to be shown somewhere. Maybe better with a read-only command for refs like xp_anticheat to show like : "Anticheat enable" as a console message available for the ref.
I think its better this way because It will be shown only for those interested.
Except this i disagree with showing it. I think every1 would see it. And that's not quite a good thing.
Hmm.. Maybe other way would be to be seen only if the server have xp_matchmode 1 (for clanwars/funwars)
That password that every1 is talking about it was only for debug purposes because Anticheat being at its first version noone knew how it will react to the big amount of data incoming from the servers. That's why this password exist for a dev or beta tester to check the debug information.. Those are just some logs that are very hard to understand unless you know exactly what the anticheat system is logging.(yes the debug logs are coded). Despite the fears that skull always told me about these, I very much doubt that ppl will fully understand these logs.
The anticheat "password" doesn't allow the set of the anticheat level as some ppl could understand. The anticheat level is controlled only from a command available to all server admins and that was given to them already. The password It's just about a debug information and some stats regarding the logs. I don't see the panic around this.
In the same time i must say i disagreed for the implementation less polished that was integrated in e+. The debug information section shouldn't had been released to the beta testers at all.. and only for devs & dev consultants. But if it happen this way then it should've been, how most of the softwares are doing: allowed on servers only by accepting some terms in relation to helping the devs. If denying the terms the access of devs & dev consultants to that section should be disabled.
I consider this tool as a very good one for securing an e+ playing server. Yes there are issues. It's just the first version of it and will be for sure improved in the next e+ versions. We want you to give us feedback about it.
A product that e+ is releasing needs to have a period in which is very well tested, and cleared of bugs. This is why we need dedicated, trust-able peoples who could do this and also to agree with the privacy terms. This is why not every1 is accepted in this section.
About beta access Rayden you need to talk with me, easy or other admins.
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epsislow
I can search many proofs for my words up there and you know its true.
I never said they ain't, you just ignore the consequences of it.
Good stuff in here, Hitler / Greek angle earns extra points.
Good stuff in here, Hitler / Greek angle earns extra points.
xD I was missing u here ! now we both can go and have a good night sleep
can't wait till tomorrow to see what happens next XD maybe madbringer will show up ?
what password skull. ?
i dont post any passwords . dont put me to this basket.
ps. riko twoja wina
From what I understand, this is mainly a problem of privacy: some informations that can identify players are stored by the AC.
If that's the case, then it can be fixed by avoid storing those kind of identifying informations and instead generate a unique ID (or random ID, depending of the needs, the random ID being the best choice if possible) for the internal needs of the AC. This is already what's done in most ADS systems.
Showing that AC is activated or not will not fix the problem: when every server will use AC, what choice will you have? Play only on servers where AC is not activated, knowing that you're leaving behind a great security and potential playing fun? I think that most players' choice is obvious.
And about my contribution to spotting cheaters, I already gave some outlines of ideas for a long-term strategy, which is coincidentally already in parts implemented in this AC (the project began before I submitted my ideas to the forum), and more will come in the next months
/EDIT: I've got a practical question about the AC: how to ban the cheaters spotted after human verification? Are there some informations loggued inside the standard gamelog, such as the cheat type detected, percentage of confidence and the player's name/IP (the IP can be deduced from the player's name or GUID), so that we can manually add the IP to the banlist? BTW, I think that the choice of only automatically kicking was wise.