Nova Knife
Seituoda Taskforce Command Caldari State
789
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Posted - 2012.10.09 11:18:00 -
[1] - Quote
Xiree wrote:@Aq'sa
Very good, finally a speculation worth addressing!
In the vast world of internet connection. Your computer, playstation, and other internet able devices... Communicate through the net using packets. A packet is a set of data that is ration with the server. The packet contains variables that the server acknowledges and handles.
There are users, who tamper with those variables... For instance, when I shoot at Jimbreezy in the head... His console is receiving that packet of data--I sent of bullets to his head. That packet of data tells him to take damage and die.
But *if* Jimbreezy is tampering with his packet receive / ignoring packets, via proxy filter setup... Jimbreezy doesn't take damage. Jimbreezy takes bullet to the face like a boss and not take damage and die.
Other variations of that can impact game too... Users can send constant headshots, Users can spawn in frame, or around vector location of frame.
Frame vectoring is the essential position in a map that your HUD draws. Each map in most games has VECTORING numbers. The Vector number is the essential LOCATION in the game map. Frame-vectoring is the vector position in THE HUD(Heads Up Display) .
So *if* Jimbreezy, has a proxy filter to highlight incomming packets that have user-alias inside of frame(HUD)... Jimbreezy can tamper with that packet of data... Jimbreezy could ignore packets that allocate damage to his head when I am shooting at him -- Just by setting a proxy-server up... Just to control the packet-data Jimbreezy receives or sends.
I hope that was clear for you... Inside how game values work in packet data. If not copy and paste the section that is difficult for you... Maybe I can draw a nice picture graphing it or something using bright colors --Just to clarify more or somethn.
First off, this is incorrect. Pretty much everything for dust is server side, not clientside. This means lag switching only puts you at a disadvantage. Further, any tampering of packets would not pose any advantage because even if you were to send false packets to the server saying "HURRDURR I SHOT PLAYER X" the server would just reply "LOLNO player X was way over there dude and you weren't even close to hitting him"
Second, the forums are not the place to name and shame. If you have serious complaints about a person you suspect is cheating, send an email to [email protected] and they will investigate. |
Nova Knife
Seituoda Taskforce Command Caldari State
789
|
Posted - 2012.10.09 14:06:00 -
[2] - Quote
Xiree wrote: I am not sure what you meant by, "HURRDURR I SHOT PLAYER X" . Could you explain what that means? Please, much appreciated...
In your example in above posts, you said it was possible to manipulate or 'ignore' packets and thus never take damage. I'm telling you it doesn't work like that.
Hit detection and damage values are all server side. Even if you were able to isolate packets associated to damage, conflict would remain with the server and you'd just die without realizing you took damage because you dropped packets. It'd pretty much be as if you died to lag without actually lagging.
Something like you're suggesting might be possible in games where hit detection/damage is calculated client side and not server side (Like battlefield 3 and such) but when the server itself handles this, it's not possible. |