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A big difference is that they perma-banned anyone injecting code into that game. That however included anyone using any kind of overlay. Discord, teamspeak or
by rocqua 9y ago
A big difference is that they perma-banned anyone injecting code into that game.
That however included anyone using any kind of overlay.
Discord, teamspeak or ventrilo 'who is talking' overlay: ban
FPS counter from fraps: ban
GPU temp monitor: ban
Webcam view for streaming: ban
Eventually they reverted those bans. People use them on a rather massive scale, and they are very normal. No-one expects them to be banned.
Moreover, they gave no warning whatsoever.
This means a lot of truly innocent people got caught in the ban.
- caconym_ 9y agoI was under the impression that it is not publicly known exactly why false positive bans were handed out or how many there were (outside of Bungie's initial communication of ~400 total). Do you have real information to support the claim you're making that "anyone using any kind of overlay" was banned?
- rocqua 9y agoI do not, this is based on third hand information.
- gruez 9y agothis contradicts GP's comment >Bungie is preventing applications from injecting code into the game if the game is preventing overlays from getting injected, but you're bypassing that protection to inject your """legitimate""" overlays, it serves you right to get banned.
- gambiting 9y agoThe thing is, why would I, as a customer, give a flying crap about how my voip/webcam/framerate capture client is working internally? I boot the game up, start discord to talk with friends and get banned, and that somehow "serves me right"? Is that a joke? It's supposed to ban cheaters - and using discord is absolutely definitely not cheating.
- gruez 9y ago>... and get banned, and that somehow "serves me right"? The "serves you right" part was preceded by "... but you're bypassing that protection ..."
- deleted 9y ago[deleted]
- gambiting 9y agoOf course, but once again - why would I have to care if Destiny thinks that my voip client is cheating? If their detection is off - then it's their problem. A regular customer will have no idea what "code injection" even means, much less if something like discord even does it. It's an unreasonable expectation from an actual customer that they would know this stuff. It's the same as buying a blu-ray and not being able to play it because the software thinks something in the setup is off - but as a paying customer, why should we care/accommodate/accept that?
- rocqua 9y agoConsidering I heard most overlays just worked, it seems the prevention might just have been 'if we detect it we ban'.
- gruez 9y agoDepends on the mechanism. If its a d3d hook (like fraps), then it simply won't work. Topmost windows might work though.
- just2n 9y agoAntiviruses do this, so do lots of other bits of software like those you mentioned. Either they actually do basically rootkit the machine and break functionality, which is a huge "fuck you" to everyone and may actually require people manually enter exceptions in AV software, or they settle on the non-functional but "scary sounding" protections every other game uses. This is a fight that has been long since over, not that people don't still try. I spent a lot of time working around anti-cheats in various games over a decade ago. PB was a fun one, C-D thought it was clever, there were jokes like CMN's "anti-cheat", and other games that had things like nProtect GG. Some went so far as to actually use packers, hilariously some used UPX while others used things like Themida. There was one of these things that actually injected a rootkit into every running process (and thus required administrative permission) to disallow you from killing the game's process or even accessing the memory of it. Of course this was hilarious when the game would hang as you expect with buggy software, and the only way to actually kill the process was to restart or do it from ring0. I thought that was a pretty fucked up thing. It was trivial to bypass though, and I forget the specifics, but you could actually start the game or anti-cheat with the main thread frozen and inject whatever code you wanted that then had privileged access before resuming it. I thought when I did that "I'm 15 years old and in 10 minutes I've bypassed what some team probably took months to build." I did get a bit frustrated with my lack of knowledge when much more capable packers were used, but some people did nothing but break these things (and would break new versions in minutes). It was pretty fun to debug, work around all the protections, find the real code, then reconstruct the executable so it would run without the protections, but handling VMs needed programmatic debugging which was a bit more than I was capable of dealing with back then. As expected we eventually were gifted ring0 anti-cheats (though most remain ring3), so cheats went there too, and when I stopped caring as much about that scene, some really clever hooking methods were being devised as well as hypervisor based cheats. There's no winning this fight for the anti-cheats, so the real solution is to detect whatever behavior you don't want on the server, where they have no access. The client-side anti-cheat is more of a deterrent, and it turns out nobody really tries to make cheats very hard to detect in this manner, most players can visibly tell almost instantly if someone is cheating just by observing them briefly. Not to say that ring0 cheats were hard to detect, I made a proof of concept in about 20 minutes that detected all but 1 of the existing public ring0 cheats for CS at the time -- they all modified a specific struct in memory, and that modification was present even in ring3 cheats, so I generally wondered what those anti-cheat developers were doing most of the time.