At this point, DECA perma banning all hackers would kill the game


#52

Yeah I was just asking the question, I do agree with your points regarding permadeath, especially when there are other uncontrollable factors that causes people to lose their character such as lag.


#53

My apologies. That is also definitely true, I just left points like those out as this is a problem that must be fixed by changing the mechanic, not just the game (as the unity port will likely have much less deaths related to client issues)


#54

I know you’re trolling, but it’s a bit sad that the people who hack can’t even refute any claims properly, they just shitpost. Truly, this is the hallmark of a strong backbone to a gaming community /s

Also the Discords that have strict anti-hacker policies (like, the official RotMG Discord) have banned you for hacking… I think that might explain your anecdotal numbers, just saying.

most non hackers are f2p and all they do is complain about hackers and how items are too rare

I was going to repost my quote from above but that’s just spam. And I don’t think spamming it would get through to you; you’ve made up your mind by sheltering yourself in your own bias, and you’re refusing to even try to debate other viewpoints.
To the latter half of this sentence:
I think the reason non-hackers are complaining about hackers is incredibly evident; I’ve tried to explain my thoughts on the matter in a post above but Sebchoof’s video also sums it up quite well.
I also think the reason you claim non-hackers are “[complaining that] items are too rare” is also fairly evident… many items are rare, because they have incredibly low droprates and this is a permadeath game, so if you lose this item with an incredibly low droprate, you’re going to have to go back to grinding for it big time. And if you hack, so you don’t die…


#55

I am not sure if DECA even has a clue how many people hack mostly because you can only tell through observation (I could be wrong) so any statement from a player about the number of hackers in the game is just a wild @ss guess. Yes some days it does seem like there are large numbers of hackers.

I have spent a fair chunk of change on vault chests, character slots and keys. I spend the money for enjoyment and because it is a game I play often and would like to support. I know a goodly number of former guild mates and friends that have spent money the same way.


#56

34% hackers at 1.159 votes


#57

I know but that number is only for the people that seen that poll and actually voted which I never did. I seem to remember a posting somewhere from Deca that this game has 1000s of registered players.

Bluenoser’s made up fake facts:
34% are RWT advertising Bots
28% are mules
17% are accounts that no one plays on anymore
4% are notifier Bots
17% are real players


#59

I don’t know how many people hack in this game or if that’s even quantifiable, but what I can tell you from experience is that a disproportionate amount of “top players” hack. Hackers are able to keep their characters alive through autonexus, allowing to accumulate large amounts of fame and good whites, and thus build good accounts with minimal effort. As a result, most leaderboards players and many of those in top guilds are hackers, using autonexus to maintain a high fame count. Moreover, hackers can more easily do endgame content thanks to hacked client features - lots of RLs and most halls rushers are hackers.


#60

This man has 5000 IQ


#61

Regardless of whether it kills the game or not, DECA would do right by the game if they decided to crack down on these cheaters.

I mean, I think I’ve seen an argument about cheaters once, could be in this forum or somewhere else. Cheaters usually tell you to mind your own business and that their cheating doesn’t disadvantage you; that you can still get loot normally, do dungeons properly, etc. But what hackers don’t see is that indirectly, they’re putting you at a disadvantage.

You could have spent 3 months farming for a coveted rare item, but a cheater could grind for it and amass infinite quantities of this item whereas you only have one chance

You could be grinding out a realm full of heroes to farm for event whites, but notifiers can simply hijack your realm and achieve a chance at a white bag. Yes, the rates of you getting a white bag is still the same regardless of the number of players, but it is unfair to you because you invested effort into clearing the realm, only for a bunch of notifiers to cash in on the spoils of your work

Every death you face is a learning lesson or cautionary warning, allowing you to mature your skills and strengthen your grip on the game. But the skill you’ve earned from dying countless times over the past years is only the equivalent of a cheater with a large number of exploitive advantages that they’ve downloaded and set up in just a couple of minutes.

And what does all of this equate to? It encourages more players to cheat because it’s convenient, because it’s a shortcut to success, yet by doing so, it ruins the experience for you when the game gets too easy/no sense of achievement, and it ruins the experience of others by encouraging them to cheat.

I’m not saying this is the only reason this game is dying, but it is definitely one of the reasons why the game has such an unwelcoming spirit to it. This game’s a living example as to why any developer should enforce the rules of the game strictly onto players. Otherwise, you get this mess that is really difficult to clean up, where there’s so many cheaters rampaging around the game.

I’d say, if DECA wants to switch gears and crack down on these hackers, they should send out a final warning to the entire community. If these cheaters truly want to continue playing the game, they must prove themselves by disabling their clients permanently. If they still continue, boot them out of the game regardless of their numbers. You’re disobeying the game’s rules and you deserve to be kicked, regardless of your money spent, period.


#62

Im just gonna say something that is part of a lot of these discussions: hackers are not all dupers. Dupers are not all hackers. Dupe are due to a bug in the game (at least it alway has been and I assume it is now)

A lot of antihacker arguments have grouped them together which is not always correct.
That being said I cannot stand either of them and I agree that they should both be permanently banned. Its because of them that we have many minor inconveniences in game, as well as some major ones (soulbound uts). Banning all ToS breakers will make the game a happier place for legitimate players, even if they lose a lot of their friends


#63

All hacks I listed have not been fixed to my knowledge. I’m going to need proof that they have been fixed otherwise. Continuing to call my previous statements bullshit, without proof, will result into a deterioration of forum etiquette until we’re throwing ad hominem attacks around like Ickabod.


  • I still get traded in USW2 or whatever the trade server is, with trades that are too perfect for items in my inventory, when I have not said anything in chat.
  • Duping is without a doubt not patched. We recently banned someone from our guild because they had duped several UTs and lost hall whites. Unless you have insider knowledge with Deca that something has miraculously been implemented within the last few months, and somehow silenced a forum that shall not be named on the matter.
  • Multiboxing has been heavily reduced in efficiency thanks to Deca’s assault on the phenomena. It used to be very common place, but it hasn’t been eradicated. Now, multibox accounts all have to be named, which means a quick video of the thing can get many accounts banned at once. But, it’s still an issue. A client who’s name rhymes with FronkLoxer, is still heavily downloaded.
  • The teleport cooldown was fixed in 2017. I stand corrected about this one.

  • I would like Deca to focus on better server code once their efforts with the Unity client port are done. Then, better anti-cheat measures could be introduced. Right now, the sheer complexity and absurdness of the server code is the only obstacle. Wild Shadow did not build the game with the population it holds day. Kabam did not care about a costly reorganization of the server code, with the amount of money they could already leech from the game.
  • Autoloot can be greatly diminished (but not totally squashed) by observing the average time it takes for a client to pickup loot across an average. Whereas really fast humans might approach 80 ms, it would be easy for scripts to pick up the loot before the human player has time to visually understand the light bouncing off their screens into their retinas. As X -> 0 ms, it increases the possibility of foul play. Scripts can get around this, by adding delay to their pick up speed, but this just evens the playing field. Which, is a half victory to me.
  • I did not mention autonexus in my reply, as you had previously, vehemently, discouraged me from doing so. And so, I did not. I will not discuss autonexus, despite your contradiction.
  • Auto Aim & Auto Ability can be easily tracked by invisible enemies hidden in either the nexus, or in god lands, etc. You measure the accuracy towards the invisible enemies, and as X -> 100%, it increases the possibility of foul play. You would switch the ID of some god or boss with this invisible mob, so that hack client creators cant wise up and block a singular ID.
  • Spam has been somewhat reduced, but it is still very prevalent, damaging to new players, and annoying to everyone else. Instead of using a static spam filter, this is the perfect use for machine learning. Set up a chat bot that learns to block advertisements without restricting regular chat. Any aspiring computer programmer, myself included, can develop this in a week.
  • Ream notifications… My apologies for including it on my previous list, as the advent of discord servers have rendered this almost vanilla.
  • teleporting to nearest quest - The teleport system is heavily flawed when trying to do this naturally, sometimes you go where you intended, sometimes a player is invisible or leaves, and your teleport goes on cooldown and you don’t move, and sometimes you teleport a mile away from your intended target, followed by rage. If you track the # of times a player has teleported to the closest player, over time as accuracy -> 100%, the possibility of foul play is realized.
  • Auto account creation can be based on IP. Limit a network to create X accounts per IP per time period. Most people won’t use VPN’s to move IP addresses just for this. Some will, but it won’t be the majority.
  • Auto Response to Chat prompts can be based on response time. If it’s too fast, then it’s a script. If it’s average, or slower, then the player hacking has little to no advantage over the regular user. Half Victory.
  • fame train following - Deca has taken a hard stance against this, and so has many dungeon running servers. Beyond getting banned on sight, deca has previously used invisible enemies to detect such players. Building a system akin to my Auto Aim idea would be ideal in my mind, though I’m sure there’s tens upon hundreds of different ways to approach the issue, programmatically.

  • Teleporting to godlands - automatically teleports you to godlands via the closest player, by reading which map the current realm is using. This one doesn’t have a clear solution that I can think of to counter it. A win for hackers.
  • Avoiding the nexus when you nexus - When you press “R”, or “ESC”, or whatever key you have binded, you will appear in your Vault, instead of the Nexus. I don’t know the reason WHY you would use this, but it exists, and it’s probably nefarious in nature.
  • Hacks that change the effective range of weapons like swords, daggers, bows, etc. have existed for quite a long time. I’d have to do some digging as to when this was developed, but AFAIK it’s still a feature in hack clients like those that rhyme with brazy slient.
  • The recent attacks on the server were a DDOS attack. DDOS attacks are just a bunch of DOS attacks from a botnet. Measures should be put in place to defend the servers against such attacks. Generally ISPs offer some defence, but other times it fall upon the company to do so.
  • framing other players for cheating (with a client?) - Honestly I’m getting pissed at your blatant self centeredness. Just because you don’t have knowledge of a hack, you put it into a category of "some things that don’t make sense or don’t exist. How do you even place something here if you have never heard about it? This has been a long standing feature of a client/proxy client for several years now. With someone’s username, dyes, and pets, you can record video of your own client hacking using their name, pet, dyes, etc., and more advanced versions of this hack can record this from a different players perspective. While this isn’t a traditional game hack, I think this still falls in the definition. The purpose of this, other than getting players wrongfully banned, is to delegitimize the deca support service.
  • There was a hack that could steal passwords through cached flash player data. This hack requires a P2P connection, so it is really less prevalent, as you would frequently need the trust of someone to open up their computer like that, but some kids are gullible. I do not know if this still works, but I’m happy to see it gone if it has been patched. This hack is going to fade into meaningless after the unity port however, and when flash player becomes obsolete in 2020.
  • I already covered teleporting to the nearest player to the quest above. I will not repeat myself.
  • loot bag spying - being able to see the contents of loot bags without being near the bag. Not fixed.
  • Trade delay skip - Not fixed, still see this in USW2, or 3, or whatever the server is.
  • You claim that inventory spying does not work anymore, I would like proof.
  • Auto loot was already covered above, I will not repeat myself.
  • Quest HP Bar - Lets you see the number of hit points a quest has, regardless of how far away you are from it.

  • Teleporting to yourself gives you INVULNERABILITY. This makes auto nexuses so much more busted, and if you’re operating a multiboxer, you could continuously be teleporting to the front/back, becoming invincible to non piercing shots.
  • Dealing damage to specific enemies, even if you hit them client side, is broken and unfair. Not fixed.
  • reconnecting to realms, connecting to vault, to guild hall, all unfair to the vanilla client.
  • Extended vision, why would patching a hack, make the black block problem bigger? Patching it, would reduce server strain. I highly recommend getting a better internet connection if that’s your issue (if your lag isn’t client side (packet loss)).

Shalom.


#64

im not trolling it was calculated in mch


#65

As we all know how trustable MCH is… >_>


#66

Source of these calculations? Hearsay only goes so far.


#67

it is tho


#68

hacker discord

:thinking:


#69

“without hackers, my game would be dead”

“then maybe you dont deserve the game”


#70

At the end of day, this is just an mmorpg game without really any ending, you grind for in game items that seems to be “cool” at the time. People will quit the game once they get bored, hacks or non hackers, hackers will probably quit sooner since they will find the game boring faster, legit players later

The game is dying mainly because, first of all, it is very old, secondly, its play style is getting out dated, I mean nowadays how many people would even look at an pixelated game lol? Furthermore, this game isn’t friendly or easy for new players, I remembered when I first started 4 years ago, I literally sat in USW2, or whatever the trading server was at the time, for almost 1 week to just get stuff like T10 sword or armor that people drops.


#71

That site is quite trustable as it has a large community and has countless hacks for over one hundred multiplayer games, I’ve navigated through it and the stuff seems legit, although I’m just bewildered by why and who would make cheats for a game like RotMG…after [redacted] died a new [redacted] thing started, just what are these people even doing lol


#72

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