Discuss the massively-multiplayer home defense game.
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Wow! You've done it on much smaller scale than I did when I started with the game. Mine took almost whole house ![]()
Great post!
MMaster wrote:The thing is that this is already being done partially as the server runs headlessClient for each robbery so maybe it would be possible to run headlessClient simultaneously with the robbery and syncing them (using something more efficient than HTTP/PHP! like UDP with custom binary data protocol). Of course the headlessClient does not calculate shadows or visibility, because that would take too much CPU cycles so it still does not solve the issue with map shots.
Yeah you are on the right track. UDP or HTTP pipelining. The reality is most MMO games have all the logic and stuff happening on the server, it's the only way to have a trusted MMO game. You have to assume the client is completely untrustworthy all the time. That's why things like WOW have tons of servers, because all the state and logic is happening up on the server. The client is a display and input mechanism only. Jason did a good job of band-aiding the movelist hack with the headless client thing, but basically the game won't be fixed until all the pet movements and visible tiles and electronic states are being kept on the server. Honestly, it's a damn simple game in terms of state, you could run 100s maybe 1000s of sessions on a single server no problem. You could reduce lag as I have explained before by sending the 16 different possible tile set views for the next 2 moves for the player every move (ie the UDP packet is sending the tiles you need to see for the next 2 possible moves every time the player moves). This is all highly doable and I keep getting tempted to do it all, but I just don't know if there is going to be enough players to make it worthwhile.
Thumbs up for really good explanation. I have already designed and implemented several high-performance server applications and that's why I thought this will never happen. This is just indie game with relatively small community. I think it is too expensive to develop something like that as it needs refactoring of the client code and implementing high-performance server application. I didn't think someone would invest that much time into it, because it is almost like developing completely new game.
MMaster wrote:You would have to simulate it on server which is the only way to completely get rid of cheats like this, then you can implement things like occlusion culling and so on. But I guess running all clients on single server and doing HTTP request per turn is not really good use of server resources.
This is what I was referring to. It's been mentioned for as long as I can remember, ever since there was the big hacking problem in v5, but it's far too impractical to implement. I wish there was some way to do something similar to this, but with less server load.
The thing is that this is already being done partially as the server runs headlessClient for each robbery so maybe it would be possible to run headlessClient simultaneously with the robbery and syncing them (using something more efficient than HTTP/PHP! like UDP with custom binary data protocol). Of course the headlessClient does not calculate shadows or visibility, because that would take too much CPU cycles so it still does not solve the issue with map shots.
You guys are going way beyond what I know about hacking and cheat prevention (which is practically nothing), so I'm just going to step out quietly...
DaVinci243 wrote:Oh btw, do you have any kind of skype etc. I can contact you with?
Sure- I think the best way would be just to email me at iceman76tv@gmail.com
It's nothing difficult. There is only one rule - everything that's being handled by client can be modified in any way hacker wants. It does not matter if he has the source code or not. He can read and modify memory and he can inject his own code to your code so it does something that your code didn't do. There are things that you can do that can make it harder for him, but not impossible.
So the ultimate solution is to run everything on server and use client only as input/output device. Which is obviously not a good idea so you need to find good compromise.
MMaster wrote:Of course you can do it with DLL injection.
Can't you have protected processes in some of the newer versions of Windows to prevent vulnerability by DLL injection? I think I read that somewhere, but I'm not sure, and I don't use Windows so I can't test it.
You can, but you have no control over it as developer of the game. The user can override it as he is the owner of his computer and he can do anything he wants as administrator (even disable the protection).
Everything that DaVinci243 mentioned in his previous posts is already known and also stated in forums as well as in the source code and you HAVE to read it if you want to compile it for main server. Is it not public enough? Showing that he has done it is just stupid as he HAD to read the part from Jason that he knows it's possible and he trusts him to NOT do it.
I'm really really curious how will you resolve this one .. or the one where I just do map shot of your house. And no - you can't send just part of the house to client, because of animals and electronics (mainly electronics). You would have to simulate it on server which is the only way to completely get rid of cheats like this, then you can implement things like occlusion culling and so on. But I guess running all clients on single server and doing HTTP request per turn is not really good use of server resources.
If you want ideas I have an idea how to prevent move list modifications in my mind for quite some time:
There is already PING implemented in game that gets sent every 5 (4) minutes. What can be done is to do something very similar to PING that sends current move list to the server every X(30-60) seconds. Server can check if something was just added to the move list or if it was reset/modified in comparison to previous move list. It would not be hard limit so even if the client does not send it for 5 minutes it should be fine (he can have some internet connection problems), but if that repeats over several robberies or if it just does not send the move list changes at all he would be detected. That way the cheater can only modify move list within the 30 seconds and then send it to server and not modify it anymore which would prevent him from cheating death. It would need some tweaking but I think that would work without putting too much stress on the server.
Is it just me or do people use 2,3,5 combo really often? Even I used it in my first house with combo lock.
Of course you can do it with DLL injection. It's even easier when you have the code it was based on. I think it would be possible even without DLL injection just by memory scanning. As I said to you before - the fact that iceman did not release source code doesn't make it any more protected against hacks. It's just the fact that modifying open-source game is not hacking - it is just simple programming. You proved that you can do better than that. But still it's not cool to do hacks - try to find a way how to prevent them. I guess you have code for hacking anything from showing you house maps to death prevention. You have everything - now find out how to prevent it. Then you will be hero. Posting your hacking success publicly on game forums is not going to get you any fame.
Probably but I'll likely take a break, starting the game is a little rough. I'm really glad it wasn't as malicious as I thought it was.
These are the feelings that should go with the game. But as I said recent talks about dual accounting make people even more paranoid as they see cheating behind everything. It gets to a point where I feel like in Counter Strike matches where every other person shouted: "CHEATER!"
I'm really sorry that you had such horrific experience and I really hope that you will get back to the game soon!
I think there needs to be a fraction factor, like q = 0.5, that is multiplied in.
P = q *( B + b1 + b2 + b3 )
So, while the owner gets the full bounty payment for each death, the house's pending bounty increment P only goes up by a fraction of that.
As the pending increment P is passed from house to house by a robber gaining it through success and then dropping it through death, it will shrink down to nothing. But the primary effects, at the first step in the chain, can be quite large. Thus, a huge reward for "killing a very smart robber," but less of a reward for "killing a robber who was successful immediately after that very smart robber died".
This is exactly how I imagined it when you first wrote it. It would work really well even for broken houses that have 1000s of deaths.
Shouldn't it be the true killcount of the house and not the visible one setting bounty value?
That would make it possible to just move the vault in front of welcome mat in your killer house with lots of deaths and rob it with second account immediately after that and just move the vault back.
So... maybe it needs to be "number of people who died in the house since the last bounty was placed?" You know, so each time the vault is hit, the "bounty to be added" goes back to 0. Reaching the vault gives you whatever bounty increment is waiting there and then resets it back to 0 until more people die in there.
I think this would work well.
Still, I'm not sure about this.... would be better to find a good measure of a "skilled robber somehow.... hmm... maybe when a robber dies in the house, the home-owner gets a bounty payment (as usual) AND the bounty-increment of the house is ticked up too. So if a bunch of "good robbers" die in that house, you must be a really good robber to get through, so a huge bounty should go on your head. If a bunch of bad robbers died there, it's not such an accomplishment to finally rob it, so very little bounty is put on your head for succeeding. It's like, robbing Fort Knox gets you a huge bounty (so many of the brightest minds have tried and failed)...
I think this is really good idea, but what if someone changes single thing in their house which resets counters? The good house will suddenly have bounty-increment like starter house. I can't think of a way how to abuse it. Does it make your house less attractive to robbers?
EDIT: Probably not. Robbers don't care about the bounty unless they have second account. So it would make it less attractive to dual account robbers which is a good thing ![]()
ANYWAY... just to get the ball rolling, I've turned off bounty increments for murders.
I agree about counting the number of people the wife has killed... that may work its way in there too at some point...
Maybe it would be possible to limit it on robbers side so he will get less and less bounty increment the more family he kills? For example he will get 200 for first killed wife, 100 for second, 50 for third .. etc. That will give hard limit on how much bounty you can get for family killing, but each kill would still give some bounty.
One major, major problem I see with this.
Patrick Victor Connell
Right now he's at 1029 deaths in his house- robbing him (which costs 4 meats) is going to give you around a 100k bounty, assuming it's $100 per kill. Obviously, that's quite a bit nicer for dual accounters than now
How about you take number of successful robberies into account?
Something like new_bounty = old_bounty + [number who died before you / (number of times vault was robbed+1)] * factor
EDIT: Or if the vault was already robbed (the house is broken) there is no reason for you to get any bounty for robbing it as the "fame" already went to the first robber.
Welkin wrote:Then I had a time where my house was locked out by Alec Sean Farley who in combination with JGA did this strange tag-team lock. During this time every click of 'return to house' that got denied refreshed the list that I had filtered to his account. I watched his money go from 2k, to 12k, to 60k, to 30k (I assume he grabbed items from his stock? Maybe had an account rob him back to take half?) in the span of literally minutes. I could do nothing, luckily this guy was not able to break too much of the surface, but then I realized the scope of the money he could pull in.
He basically was un-killable, only thing I could target was JGA which he had no investment in. He was only a front to attack me and take any heat he could get. ASF and his 30k that wasn't used to attack me dissipated. This annoys me so much, after two days of being stalked by this guy I gave up. It's not like my value was even that high, I was mid on the top 8 list. Not sure what he was doing but I'll be damned if it didn't ruin my fun. Being attacked by people you can defend from and attack back, that would be ok. Being targeted by someone you do not know, who can siphon his resources seemingly at a whim, who sends an alt to lock me out of my house while he sets up another account, that is not ok.
So I guess I was Farley, and I'm assuming that you're Mr. Black, as he was my final target late yesterday. Here's my part of the story.
After I suicided to put Kane's paintings back to auction, I was left with lots of chills on most stepping stone houses, so my chain robbing possibilities were limited. I managed to get one account up to a good chunk of cash, and ended up using the other as a bare minimum scout. I robbed somebody (don't remember who) and used my winnings to take down Case. The only other top house that I didn't have chills on was Black, and only with my wealthy account: Farley. Thus, I did a bunch of scouting of Black's place with Farley, then eventually began a larger robbery that nearly got the cops coming. As I was rushing to try and finish, after running out of drugged meat and being chased by a dog, I ran into a wall-dog in front of me. I had no option other than to die.
As for my rapid cash rise, that wasn't from any alt abuse, it was from successful robberies. And when my money dropped, it wasn't because I was transferring cash - it was because I had grabbed a bunch of tools for a robbery. During the chain the took down Case, I only used my other account once, and as a suicide scout for the second house in the chain. I also was clearly not conspiring with eppfel, mostly because I robbed him for $100k.
Frankly, I don't see the problem here. Welkin was targeted by two different people, neither of us working together. It just so happened that two wealthy people targeted him at once! If anything, this shows the problem with this forum: two separate players get branded as cheaters for playing the game regularly. I was just chain robbing, and people assume that I was getting rich off bounty transfers, and that I was conspiring with JGA! Not a single person, other than eppfel who knew better, realized that. And nobody seems to be reading the truth here: AMWhy, cullman, TheRealCheese, and others are still claiming that what happened was due to alts.
I also realized this, but I didn't want to argue here. eppfel used his second (third) account to pump money to his own account so it doesn't matter for them if it hurt someone or not. Blip, you are also the one that has 2 accounts so you have no word here - they made everyone who has different view on it "pro-multiaccount" and therefore our words don't have any weight here. They have their own truth.
Bottom line alts and people that use them ruin this game.
And people that own guns are killers.
I don't like multi accounts but except it as part of the game now. I look at it like it's the mafia and has "businesses" that supply it with money for protection. I agree with Welkin in that there should be a way to trace the money.
Yeah! Finally someone who understands and makes it part of his game instead of bitching about it in every other post on the forums. Congratulations for making your game much more entertaining for you.
I'm not going to argue about the multi-account stuff anymore as people apparently don't get it. If you feel it is worth your time then try to stop the multiple account users. I know it is not possible so I will rather play the game.
The only thing we can do is to say: "eppfel it was really not nice of you to abuse your accounts this way. Please don't do it anymore." ... and eppfel won't give a shit as well as other people from this forum or outside of this forum abusing their multiple accounts.
You can try and report him to Jason, but I seriously doubt he will be banned even though Jason is "anti-dual accounts".
MMaster wrote:This game can be really unfair sometimes. I think the multiple account talk makes people even more paranoid. It surely looked like multiple account abuse from Welkin's point of view.
And it was, to some point. It is a cruel story, but unfair? In the end he died to his own mistake..
Unfair in a way where 2 people decide to rob your house at the same time it can look like you are being locked out of your house and you are basically powerless. But that part was apparently completely within the game rules as you were 2 different people.
On the other side pumping your account with money from 2 other accounts is unfair to all people that don't have 2/3 accounts. I personally don't care, but there are some people that do care and I understand why.
Hello, there! JGA here.
First, I feel for you, with such an awful situation. I love your videos on twitch and learned a lot, but the story is not quite like you put it down.Welkin wrote:It's not like my value was even that high, I was mid on the top 8 list.
I had you on my list , because my main was Earl Michael Case with the $110k and with that amount of money I wanted to collect paintings, starting with the player, who had the most – Seaman. And you were 2nd with $40k at some point.
But actually, I wanted someone to brute-force my house (There was only one failed attempt to that point) and I was looking forward to see your stream of my house going down, or you failing. I refreshed your twitch at least 10 times yesterday, to see, if you're online. But at the same time I wanted to keep my options to get to your house, if I would recover from your attack.JGA was my robbing alt. It is a setup against 2k suicide robbers, but I invest all the money into scouting people. I would not work around chills, if I die, but I did not. I admit, that one of the money fluctuations was my third account, who was a robbing account as well, but I was tired of his broken house(had been up for a week, letting a few people grab some easy money) and wanted to do some suicide robbing for fun.
But now to the flaws in your story/theory:
All other cash fluctuations of JGA, where successful robberies.
Welkin wrote:Then I had a time where my house was locked out by Alec Sean Farley who in combination with JGA did this strange tag-team lock.
Mr. Farley is not my account it is Blip's and he robbed my $110k with it: The post of his success
http://i.imgur.com/Od7IGEK.pngWelkin wrote:.., after two days of being stalked by this guy I gave up.
Further I did not rob you and was shocked seeing the tape of you dying to my trapdoor this morning. With just using the ladder, you would have reached the vault. (Let's see, how long the house lasts know :-/)
Welkin wrote:Sure, murder she wrote and he died, down to 1k value (cause of living wife).
Can you explain what this means? Did you rob me with an alt? I recovered easily with the help of Mr. Connel and Mr. Semple.
I think it was just the cruelty of this game, because Blip was after the paintings as well and we both use dual accounts for funding, although I can not speak for him.
So, I really hope it is not the last time of you around here. I would sacrifice JGA with his nice bounty head, if you needed a starting fund. ;-)
This game can be really unfair sometimes. I think the multiple account talk makes people even more paranoid. It surely looked like multiple account abuse from Welkin's point of view.
Really sad. I'm sorry to hear that. I also hope that someone steps up and explains how and why he did that.
EDIT: apparently he already did while I was writing.
Firstly, MMaster, I would like to apologize for losing your $100k fortune in self test. Also, a simple tip: always make sure to kill cats after they've been used.
As for your magic dance, I'd really like to see why the wiring takes up so much space. Is it really necessary to use that big of an area in your house for something that can be cracked with 15-ish wire cutters?
No problem - I've had that much money only because I wanted someone serious to come.
Regarding the magic dance - one day you will find out (hopefully there won't be any more stupid mistakes
)
Also, Scott: why won't you die already? At least change your final trap...
I knew it was you! You always find some ultra stupid mistake I make - I was really disappointed I've made perfect magic dance with several cats/dogs and failed to manage one simple thing that made your trip so much easier. I don't want to die yet, but I have to say that I risk my life much more recently
You are my only real "debugger" and I'm sorry that you had to watch my final trap fail 2nd time ![]()
It was not my intention but it seems that my current goal is to get back to 1st place as many times as I can with the same character (currently it was 3rd time
)
Wallace has been robbed as well.
I was wondering who is wiping top of the list ![]()
Cylence wrote:Bishop died today. Surge After Hokusai is back on the market along with Eye's Wide Spread.
Edit: I was wrong. Bishop is still alive. Someone must have robbed him and then died.
I definitely didn't rob him then die to my own wife-pincer trap in self test. Not a chance of that ever happening.
Oh man. I was so pissed. I just had tools prepared to begin my hopefully final run on his house and suddenly he was gone! Thankfully I didn't use too many tools in my previous scouting run. I thought he died as he was not in the list for quite a while and Earl Michael Case jumped up by almost $20k. I've also seen his paintings on the auction house which made me believe he is dead.
But I think you must have been pissed much more - self-test death after robbing $120k ![]()
This is perfect! Thanks Blip for being awesome ![]()
why do people always post these? the point of the game is to NOT get robbed! do you just want bounties, discussion, what is it?
I usually did it to get attention of players with higher skill so they break my house and I learn from it. $2k runners are just boring because they repeat the same mistakes over and over again for weeks. I like to watch my traps broken so I can improve them. I thought it was fun to post such challenges. I usually post my house afterwards and sometimes even get useful hints from people here.
Do you think it is somehow inappropriate?
Someone recently wrote on the boards that it would be good to list know facts about dual account abuse protection on main server as people don't know them.
I would like this thread to list all known protections against dual account abuse on main server.
Please DON'T use this thread to discuss how dual accounts can be abused. There are enough threads that are discussing that already.
I want it to be informative so people know about everything that is hidden behind the scenes and actually protects them.
Please feel free to add anything I missed or correct me if I made a mistake somewhere.
(based on this thread with updated values)
--If you die in a house, you have a day-long chill before you can come back into that house.
--If you bring tools into a house and then die later, somewhere else, you have a day-long chill before you can come back into that house (with the day starting at when you entered the house with tools)
--If you reach a vault in a house without carrying tools, and then die later, somewhere else, you have an day-long chill before you can come back into that house (with the day starting at the time you reached the vault).
--If you reach the vault in a house or kill family members, and the owner of that house dies and respawns, you can't see their new house for a day.
(based on released server code and this thread)
-- If you reach the vault in a house, you can't gain another bounty for reaching the same house's vault again for an hour
(based on this thread)
-- If you bring tools into a house and then leave or reach vault, the tools are lost (even the house owner does not get them)