Quite a while ago, I remember there was another thread where one guy claimed to have found one exact mechanism of how this could be triggered (with the in-game tutorial (?) if my memory is correct). But I cannot find that thread at this moment
Thanks for explaining. I am not familiar with the technical problems behind it.
But I did play other games such as Starcraft II. When I was playing Starcraft II, I didn’t have any experience with such a disconnection hack. So I feel there must be some way to at least make it very hard to happen (say, much harder than in the present version of the game)?
I’m no expert but it’ll depend on the networking architecture. Blizzard games are traditionally client-server, whereas Relic’s RTS games (and Age of Empires itself, historically) are peer-to-peer (in some fashion, it gets a bit more complicated than that nowadays).
In old RTS games, especially the notorious CCG, all you had to do was ■■■■ ■ ■■■■ in the game while playing and you could trigger a mismatch (primitive term for drop hack) for all players. A 5 year old could do it in those days, and they did.
In modern games, or games with careful management, may not work because the game can be made to run checks for certain hacking software or altered local files, etc., which can cause you to disconnect from the game, or just not be able to launch. I believe Voobly had such a thing for checking the presense of CE, but I’m not sure.
CCG & ZH have a community anti-cheat software that checks all files at launch and checks to make sure a known hack .exe is not in use.
Of course, they COULD always simply ban the known cheaters via Steam/Microsoft. &/or use the Trust Mechanic to hand out the loss to the player/team with more “No Result” in their history.
Hmmm, that is an interesting story. But shouldn’t it be quite easy on a technology level to tell which player is hacking?
Say, we have a 6-player game, and each of the players runs the game independently on their own computer. Now, one player hacked. This player must have sent some bits that are not agreed on by the rest five, so it should be pretty obvious that this player cheated? Or is there a huge difficulty here to figure out who is actually the hacker?
If we can tell who has cheated, why not just disconnect this single person but disconnect everyone?
Thanks for sharing your thread. It is unfortunate and sad that they neither fix the issue nor ban people. If they just can’t fix the technical problem, they seriously should start banning people.
I also hate how these threads never receive a reply from the devs/Microsoft, as if they never made up their mind to ban the cheaters, exploiters, and so on. I remember I also saw a lot of racial insults at the beginning of the game release, I bet those people weren’t banned either.
Almost all games take the bans seriously and it actually shocks me how the bans in this game is not implemented at all
Let’s keep calling out for this change since it’s the only thing we cant do at this moment…