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Cheat Detection

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Post Fri Aug 22, 2003 9:36 am

Cheat Detection

I would like to ask a question concerning cheat detection in the freelancer game, when Microsoft released the server side patch how much testing did they do on the cheat detection part of it, as I have noticed a lot of people get kicked from servers for cheating sometimes time and time again but they are not using cheats. I am an admin on a very good server we dont get many people getting kicked for cheating but I aslo think we dont take it as a definate piece of proof if we do see it occure in the chat window.
What I need to now is has there been any other questions as to wether the cheat detection is flawed in some way and is there any documented proof that this occures, hopefully microsoft admiting that there may be a problem would be perfect.
I am not sure if this is the correct forum to place this post but I think it is something that all server admins need answered once and for all.

Post Fri Aug 22, 2003 11:18 am

look at the cheat log.

Possible cheating detected (Ship or Equipment not sold on base) by can be harmless if someone has just done a mission and lost connection going back to the base. They still have papers or a escape pod from the mission and after rejoining the server docking, trying to sell what ever results in that kick.

Possible cheating detected (Ship Related) usually someone using a trainer

Possible cheating detected (Ship capacity exceeded) mod or trainer usually

Post Fri Aug 22, 2003 4:29 pm

I have found the same problem and no longer ban players by viewing the cheat log. I know it to be flawed because I have friends that don't use mods come up as cheaters. While Microsoft made it much easier to keep cheaters off of the server, I noticed that some people can easily bypass their code such as I_am_a_modder. My method is simply this, try to have Admins on at all times. While this is not possible it is the only way to not penalize players just because of the flawed cheat log. Also in stead of banning a cheater right off it is pretty coll to use Ion player editor and send them to the corn field or the Alaska for those of you who never watched the Twilight Zone. You can also make them hostile to all factions with no money. They get the hint rather quickly to go to another server.

I am the Bobway

Post Mon Sep 15, 2003 10:11 am

LMAO, neat trick

Post Mon Sep 15, 2003 1:08 pm

neat trick but rather useless

a. most people have multiple characters

b. you just delete the character and create a new one (and in case of a modder just create enough cash to go with it )



Time is too short to hate everybody , just hate a few

Post Mon Sep 15, 2003 3:59 pm

Long time no see corwin - hows it going? you still playing FL too?
Chips

Post Mon Sep 15, 2003 4:08 pm

@ Corwin

Yes they can delete there characters but you still have a reference to there player folder so can always find them when ever they make new ones.

Plus the fact with the soon to be released new admin utility you can view all there player characters together, so they can't hide.

Using it I've caught a few uncheckable cheats that after the 1.1 patch never got caught. So finally we admins are getting the upper hand and as usual it's community made.

Post Mon Sep 15, 2003 4:42 pm

on my server i usually use a three strikes method...

1st time it is proberbly a mistake
2nd time i send them a warning
3rd time we investegate

even if they have 3 strikes we don't ban them, they are investegated and we keep a close eye on them.

Post Mon Sep 15, 2003 7:37 pm

From Pinger's three boots, I have only seen the first two. I get no more of one or the other. When someone is booted I check their saved game file using FLSO (JoeBoomz' FLServerOperator). A couple of times I noticed the player had played a significant amount of time online (i.e. over an hour). So instead of automatically banning them as I usually do I talk to them next time I see them on the server. Every time it's due to lag. Yes, I am harsh when I see someone booted and I ban them as soon as I can but then the server's email address is available to all. I am reasonable if the player is. I have several reformed cheaters on my server (speed cheats) and I have their promise never again here. Trust has to begin somewhere.

With all that said and what I have seen about "he said, she said" in these very forums, I now keep a list of seen and suspected cheaters. It describes the specific cheat and specific action taken (banned or nothing). I may be "god" on my server but I have to look at myself every once in a while so I try hard to be fair and honest. Currently I am the only person fingering the cheaters as I can stop by the server nearly 4, 5 times a day. Nevertheless I would only take reports of cheating from trustworthy players (i.e. players I know) or my server police (mostly they overlap).

I also do not move their location or change their accounts in any way. It might be an effective deterrant but I just can't be bothered although it would be funny to be looking over their shoulder as they log on! I just ban and let them make the effort of coming to me. They already owe time to all the server's players (due to lag) and myself (for detecting and banning) for their cheating, let them use their own time to get back in our good graces.

After being around REAL cheaters on other servers, these people are not nice and should never be treated nicely. On the other hand everyone deserves a review of the ban (even if there really wasn't a bannable offense committed), hence the reason for the email address for the server. No banned players are deleted, yet. If they were it would be an inactive delete, like 30 days of inactivity.

I think several sysadmins have used this to air their banning requirements (myself included!) but I think we also answered Hawkloard's question.

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Earendil
SysAdmin of Boston Freelancer server

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