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gjohnson5
Guest
That solution would be terribly dependant on good programing but also would have a negative hit on UO revenues. A better idea instead of creating AI which would determine if one is using a 3rd party speed hacking applications, would be a application which would be directly after parsing of the data inside the packet. One the packet's data is parsed, check to see if that data is in the correct format with all the the correct number of fields, etc. If the fields do not contain all the data in the correct ranges or the number of fields is less then what it is supposed to be , simply drop that packet. In this case a person running a speed hacking application or other illegal third party application basically wouldn't be able to move.jfkeach hits the nail on the head with a 50lb sledge.
To those claiming "no such thing as speedhack" or "it is just enhanced client", you have no clue.
I ping low teens(10-13 usually) to a west coast server. There are a few "leet" PvPers that seem to outrun me while I am mounted and they are on foot... and at least one is in Hawaii. I'd say there might be a speed hack going somewhere
As for the fix, OSI/EA failed on one of the most basic tenants of server programming: "If you don't have control of the program sending stuff to the server, don't trust what is coming to the server." This was taught to me before UO was even in existence.
The problem with trying to check everything coming to you is it will create SEVERE lag issues on the server.
One thing they COULD do is do "packet" logging when a user is paged upon. Basically, count all the incoming packets of suspected speed hackers. If you get more than a reasonable number packets in a time frame, ban the account. This method would be fairly un-invasive. It would be "2 lines of code":
if speed_hacking_flagged
packet_count++
As a base line, they could log an in the building player to determine best case number of packets. Lets say 5000 packets in 5 minutes. If anybody is counted close to this number, you can check location and ban as desired.
Then the inevitable will happen is that they will call EA support to complain. Then send them a debugging application which will scan their computer for 3rd party applications. Once the data from this application is transferred to EA Mythic, Mythic support should know if that person is using an illegal third party application. Once an illegal application is found , THEN ban the account. Basically this would be a similar idea as Microsoft genuine advantage.
At leastthis way EA Mythic is running any discriminatory code which is only targeting specific users. Secondly ,I think this would reduce overhead on the server as packets that are dropped are not processed and no CPU load is created processing that persons packets. Also you'd have specific evidence as to what 3rd party application that person is running.