The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby jorb » Wed Jun 03, 2015 11:29 pm

loftar wrote:
YarPirate wrote:make it so that any alterations to the client kick make it so you cannot log in.

Please do tell me how the server is supposed to tell that the client has been modified. :)


There should probably be a sticky somewhere explaining this issue. :P
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Re: The Ghost of Christmas Future, II

Postby YarPirate » Thu Jun 04, 2015 12:16 am

jorb wrote:
loftar wrote:
YarPirate wrote:make it so that any alterations to the client kick make it so you cannot log in.

Please do tell me how the server is supposed to tell that the client has been modified. :)


There should probably be a sticky somewhere explaining this issue. :P


Get the server to check the specific Client version every 60 seconds to 5 minutes. Most if not all MMO's do this.

If the server could recognize when the last modification date of the clients files were and make sure they have not been modified against the released clients modification date/time and version number of all the files related to the client. Then the server could deny the connection/link to the game.
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Re: The Ghost of Christmas Future, II

Postby loftar » Thu Jun 04, 2015 12:38 am

YarPirate wrote:Get the server to check the specific Client version every 60 seconds to 5 minutes. Most if not all MMO's do this.

If the server could recognize when the last modification date of the clients files were and make sure they have not been modified against the released clients modification date/time and version number of all the files related to the client. Then the server could deny the connection/link to the game.

In that case, what would prevent a modified client from simply sending the version ID and modification times of the default client?
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Re: The Ghost of Christmas Future, II

Postby borka » Thu Jun 04, 2015 12:42 am

ask codeclub about ;)
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Re: The Ghost of Christmas Future, II

Postby YarPirate » Thu Jun 04, 2015 2:34 am

loftar wrote:
YarPirate wrote:Get the server to check the specific Client version every 60 seconds to 5 minutes. Most if not all MMO's do this.

If the server could recognize when the last modification date of the clients files were and make sure they have not been modified against the released clients modification date/time and version number of all the files related to the client. Then the server could deny the connection/link to the game.

In that case, what would prevent a modified client from simply sending the version ID and modification times of the default client?


Or perhaps you could have it so after someone logs in to their account and before they are allowed to select their character to play the Client/Server scans all files and code in those files connected to the client/makes up the client such as the classes etc. And if anything is modified against the Default or Base/Dev code then it doesn't allow the player to log their character in. If just one extra space or character ends up in any code for the client then it just doesn't allow people to log in. Simple and effective.

If people want to mod skins just allow for the UI skins to be over ridden with a folder designated for player made skins and or Asset Graphics sets.
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Re: The Ghost of Christmas Future, II

Postby TeckXKnight » Thu Jun 04, 2015 2:50 am

Ah, if only it were so simple to detect and block client mods. =)
At the very least for Mabinogi I know the devs have been fighting against modders for nearly a decade now to no success. Sure, each patch can remove mods and having a dedicated hackshield can make it a tiny bit more difficult, but inevitably client mods still exist and are widely used. They've tried automated detection methods and manual detection methods, even going so far as to ban people one by one as they found them. Ultimately? Client mods are still around and readily available. They're strictly using information that the server is providing the client, so the modded client doesn't even look different to the server.
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Re: The Ghost of Christmas Future, II

Postby YarPirate » Thu Jun 04, 2015 2:57 am

Well it has to be possible. Every professional MMO out there does it. Like I said if they just get the server to scan the folder that HNH and the client is in and the server detects even one extra character, missing character, a changed amount of lines between code then it just doesn't allow a connection. It really is that simple.

Monetize the game. Charge 1 USD a month. People will have to use a credit card and they can be banned that way. This would also help with what I think I saw loftar and jorb talking about, people making too many accounts. I for one am somewhat one of those people. If I had a way to delete my stagnant accounts connected to my email address I would :p

Anyone who would complain about paying 1 USD a month is ridiculous.

If the code is available than where is it? I can show my friend who works for EA and he can take a look at the best way to do it.
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Re: The Ghost of Christmas Future, II

Postby TeckXKnight » Thu Jun 04, 2015 3:05 am

Do any commercial MMOs successfully block mods? I know NCSofts doesn't, Nexon doesn't, Blizzard doesn't, Digital Extremes doesn't, Perfect World doesn't, Valve doesn't (though they do make extreme efforts to try, especially with tf2, it's also hard to call tf2 anything close to an mmo).

I think it's more likely that you're just not familiar with the mod communities for these games. Sure, companies try to stop these things all of the time and they definitely are successful in at least closing up the most game breaking client mods, but inevitably client mods sneak through all of the time. Not all of them are as bad as Maple Story, which had clients that allowed you to fly around generating infinite gold teleporting all enemies to you while you were invulnerable, but it's not a simple task to simply block them.
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Re: The Ghost of Christmas Future, II

Postby Bob_the_Cat » Thu Jun 04, 2015 3:06 am

Jorb or Loftar, although you cant spawn at friends, is there going to be any way to know which way is north/ find your friend? (even if its only north is one way when you first spawn in, party system, ect). I do kinda support the not being able to spawn with friends to prevent alt spam and junk, but there should at least be a way to maybe find your friends if you want to try and meet up. Like following a party system arrow. It could take you all day depending on where you spawned, but it at least gives them the chance.
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Re: The Ghost of Christmas Future, II

Postby YarPirate » Thu Jun 04, 2015 3:10 am

I've played MMO's since the days of Diablo, UO and Everquest 1.

They all do a fine job at catching people modding and changing files and banning them. Even going as far as taking some people to court and of course winning. Right in their EULAs it explains that anyone who attempts to modify the IP after purchasing the license to use the game can be subject to lawsuit.

So people will do it at their own risk for sure. But no one ever gets away with it. This is why you don't see people running around with the best equipment in those games. Why you never see people macroing and taking advantage of certain systems. The game itself detects them and bans them.

Of course banning won't work and is useless if people aren't spending at least 1 dollar to play the game every month. And if there are no credit cards attached.

All I know is that if jorb and loftar want to do that and implement such a thing it IS possible 110%.

If it's of no concern to them than I guess that's fine. It's their game.
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