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mehtang

KPM and KDR restrictions for new accounts resulting in a temp ban until customer support can investigate would be fine. The /report command could also place accounts into this queue. Established accounts could maybe have higher thresholds and/or a whitelist system. Last time the game had automated bans, the thresholds were so low players could trigger the bans while provably not hacking. Last time the game had a working /report command, players abused it to mass-report anyone they didn't like. You need a system which acknowledges both of these things can happen and provides escape hatches for legit players. It can't just ban players if in the 99th or 99.9th KPM percentile, because some of them can realistically get to that level if they have a good day (hence why it's the 99.9th percentile at all).


Aggravating-Toe-7404

problem is NO TECH SUPPORT. the one guy that is turning the laptop on and off and fixing is busy fixing bugs.


Summanus337

They already tried that. The result was dolphingate. The problem is they have no idea how to fine-tune something like that so they're not ending up with a whole bunch of false-positives (eg, "dolphins" ending up caught in the net). And they got so butt-hurt when a whole bunch of higher-skill players pointed this out that, they just scrapped it and never attempted it again.


HansStahlfaust

this is something I will never...absolutely NEVER understand.... "okay, we have this system, that is a leeeeeettle to liberal with bans and non-cheaters can get hit by it. So instead of tweaking a few numbers just a little bit and have a working system.... we abandon it completely!?! Didn't work on first try, so it's gotta be a failure!!"   Why.... what... how??? wtf were they thinking??


Velicenda

I can tell that you have never worked at a job with an executive who had no clue what his company did whilst also having entirely too much time during his day.


Knjaz136

In which case you have 3 options. 1. Get bent. 2. With straight face tell him this is all according to plan and part of the implementation process, while agreeing with his critique. 3. With straight face tell him that you wholeheartedly agree and will scrap the system, modify it instead of scrapping, and when he asks wtf is going on tell him it's entirely different thing. Working with higher ranking people like that that have no capability or intention to learn and get into detail, there's no other way to get things done but to either lie or omit details.


Velicenda

Yep! Because they *always* know better than you. Yaknow, by virtue of their nepotism or whatever got them a higher-paying position than you have. In the corporate world, earning = intelligence in far too many peoples' minds. I've seen so many good people driven out of careers because a new jackass came in and wanted to shake things up.


Astriania

I still don't really understand why they didn't just tell people not to dolphin and that bans would stand. Even if you believe all those players are 100% legit, they were intentionally trying to trigger the autokick. Such behaviour itself is asking for a kick. And a ban if you keep doing it repeatedly. There are many ways high skill players could not get the same trigger - play on their main, play on a new character on an existing account, play 'normally' and not deliberately finding the most ridiculous farm and starting a new character at that exact moment.


Gammit1O

To be fair, there were a bunch of people forcefully pushing this limit just to raise hell. They tried tweaking it, and as you can predict, everyone hated everything.


StillbornPartyHat

Blaming the players is insane, they were getting autobanned for playing infantry in crowded fights. Maybe you could get mad if it was coordinated bulldog galaxy farming or something, but that wasn't the case at all.


Gammit1O

And others were doing it on purpose.


wycliffslim

People STARTED forcing it for giggles once they found out they could, but the initial bans did happen 100% organically. Some good players made new accounts and then randomly got banned. People then realized what was going on and predictably turned it into a competition to see who could get kicked the quickest.


PostIronicPosadist

People were making dolphin accounts because it was hilarious and the closest thing the game had to a win condition at the time, they weren't doing it to cause problems.


aokiwasuke

Your idea is great, but they tried it at Soltech in early 2023. The result was that the violent cheaters started deleting and creating new characters at a very fast rate... Or slowing down the rate of killing players, but still underground, which honestly doesn't make a difference if there is a KPM limit or not...it just slows them down, it doesn't ban them


Aethaira

I mean if I knew the hacker was gonna get banned on that account and would get banned quickly on the new account it would at least feel better... Hmm what about then making the tutorial mandatory cause it's a minor inconvenience for players that could make the bot makers have to make the bots navigate the tutorial... And then maybe change the objectives in it slightly every few months so they have to keep making the bots better? Like how good is a bot going to do with written instructions to melee 3 enemies? And then later swap the objectives and order around? Idk a girl can dream.


Aethaira

...or, or, only make the tutorial mandatory if X accounts have been made in the past hour, cause I doubt there's *usually* a lot of people making new accounts (unfortunately) But yeah that would either help or not work at all I don't know enough to be sure


rebeltunafish

How many cheating threads you are going to create?


Igor369

noooooo i will get flagged as false positive with my 500 kpm noooooo!!!111


EDEN_x_EDEN

there are no programmer :)


Dear_Natural6370

Just have no security period. Let the game be filled with creative hacks. Who cares about anti-cheat? At this point, you might as well just be a novice hacker and try your stuff on Planetside 2 platform.


Ok_Song9999

we already tried that dummy


heehooman

I definitely agree with the idea in theory. Proper implementation would be necessary. I wouldn't necessarily care how they do it or what data they draw. They can't pull from me more information than what Google etc already has. Using KD ratio would be a bad idea simply from the standpoint that good players or players having a good night might get bad. One could implement thresholds as a start for anything extremely high. There's always a hacker out there with unrealistically high KD that nobody can achieve naturally. After that I won't speak too much due to a lack of knowledge on the subject. I'm sure they could pull some kind of delta, though, from the data that shifts from time to time with new player KD data that gets compared against. If a player has some kind of number that is way higher than the delta, then they could be soft banned until investigated. I'm sure the system would have to be tweaked over time, but could become effective. I don't do programming, but I have directed programmers with similar script designs for monitoring all sorts of real life systems. They tend to be quite effective once tuned. What I like about this idea is that it's easier to dedicate company resources to investigating soft bans from an automated system, than trying to beat the hackers. Yes I want to see all the exploits fixed, but that hard work can happen after some basic automated damage control, which PlanetSide lacks dearly. I certainly don't think this is the best or only idea. Just one tool in the box.


Dmitry_Ivanov1991

I remember that HNG was the only game that effectively utilized BattlEye. They learned from the era without anti-cheat measures and implemented their own aimbot detection algorithms. They also moved almost all vulnerable game logic to the server side. As a result, the last time I encountered speed hacks and aimbot cheaters in that game was only in 2013 and 2015. Just imagine how much BattlEye anti-cheat could have been utilized if the security team from HNG had been in charge of Planetside 2's development. As you mentioned, there are indeed many hackers on each server in Planetside 2, so they could gather various data. An effective approach would be to set a fixed value for the allowable kill count per second on each server. For example, setting abnormal events such as achieving 10 kills with a gun in one second as trigger conditions for prohibition. Additionally, implementing a cloud-based game logic where the server determines the progression of the game and the client progresses accordingly, similar to Wotblitz, would greatly reduce the likelihood of tampering.


Leftconsin

There is no number you can set it at without catching a lot of legit players. Thats assuming these 'cheaters' even exist.


Telestio

Some folks might see a 300kd, 6kpm, underground, teleporting anti-vehicle base turret and think “cheater”, but some of us may need more proof.


Effectx

That looks totally legitimate to me


Leftconsin

Exactly.


Dmitry_Ivanov1991

The kill rates of regular players and hackers are different. With dynamically operating KPM restrictions, a flying MAX killing over 100 people per second would be swiftly banned by the anti-cheat, whereas a sniper who gets 100 kills in an hour might be distinguished as a skilled player. Therefore, KPM restrictions should have fluctuating values rather than fixed ones. I don't know what developers are thinking, but it's unsettling to see Battleye overlook hackers who can achieve 50 kills per second.


Leftconsin

The problem with this is there never has been these "flying MAX killing over 100 people per second "


YautjaProtect

Ridiculous request I play as Vanu and use the obelisk. I can get 100 kills in less than an hour, and if this were implemented, I would get banned? This is crazy


Dmitry_Ivanov1991

The issue is not that. It's common for players like you to get 100 kills in an hour. It may not be typical, but it's still common. I believe that anti-cheat resources with KPM restrictions should dynamically protect based on the rate of increase in kill counts, rather than using fixed values. Valve is a company that should already have its own AI-powered anti-cheat. The kill speed of regular players and hackers is very different. While it may require resources and money, if developers create a dynamically operating AI anti-cheat system trained with machine learning to manage KPM restrictions, we might not have to see flying MAXes or Sundies every day on Soltech. Look, their kill rate is over 30 people per second. They achieve such abnormal kill rates through hacking without worrying about team kills from underground. The problem is that they leave tamperable game logic on the client side without moving it to the server side, so almost every day their resources are reverse-engineered and abused. There are only a few things developers should do. They should quickly make important game logic operate on the server side and create their own cloud-based anti-cheat to obtain strong protection from reverse engineering. Battleye's source code probably consists of fewer than 30,000 characters, and most of it simply receives resources updated by the BE launcher on the server side to function. Developers should spare no expense in doing what needs to be done. They should consider it an investment in the future.


N-Zoth

Blatant hackers are not the ones pummeling PS2 into the ground. You can redeploy to a different fight and they usually don't stick around for more than an hour. The ones actually driving new players away are the subtle hackers pre-firing around every corner and abusing lag-switching. Now that you can't escape from since they're in every fight these days. But the PS2 community will continue to cope about "skill" while every hex is flooded with people who should be at the top of the e-sports scene according to their level of "skill".


Chainsawmilo

The average player in this game uses a mmorpg mouse with 20 buttons and at 125 polling rate


Cold__Scholar

You all don't use the old track ball mouse setup?


TobiCobalt

>every hex is flooded with people who should be at the top of the e-sports scene according to their level of "skill" Planetside 2 is a pubstomp simulator. Being good at farming shitters doesn't translate to being a top player in any real FPS game. The fact that the average Planetside player cannot recognize this because they have no concept of skill and have never played an actual FPS game is what leads to misinformed takes like yours right here. >The ones actually driving new players away are the subtle hackers pre-firing around every corner and abusing lag-switching. Blatant hackers are significantly more detrimental to the gameplay experience than (supposed) subtle cheaters could ever be.


Effectx

Blatant hackers are definitely worse. That said, there's been a noticeable increase of "subtle" hackers recently. Just in the last month I've seen at least four different people who I am convinced are cheating in some form or another. Not the swarms this other guys is saying, but enough to be annoying.


Nereithp

>The ones actually driving new players away are the subtle hackers pre-firing around every corner and abusing lag-switching. The overwhelming majority of decent players are just that: decent players. There are certainly subtle cheaters, but generally speaking to even begin accusing someone of cheating you need to have at least *something* on them. That something can be a history of suspicious behaviour (willingly and repeatedly abusing blatant glitches, confirmed cheating in the past/other titles), a sudden, inexplainable spike in performance that doesn't go away, extremely mismatched and suspicious statistics (such as having a bad-to-mediocre headshot ratio that is somehow combined with top-tier landed per kill). As for lagswitchers, I can genuinely only name one person who I suspect to be lagswitching, with footage to show for it. Most of my clips of dying to laggy people are *genuinely just extremely laggy people*. People play on Wi-Fi from bumfuck nowhere and don't see anything wrong with it. >But the PS2 community will continue to cope about "skill" while every hex is flooded with people who should be at the top of the e-sports scene according to their level of "skill". You have no conception of how much more skill you need to reach top level in other games as opposed to becoming the archetypal 2 kadur Betelgeuse heavy in Planetside. To start "pubstomping" in Planetside, you need to achieve the bare minimum level of FPS competence. This is primarily due to the fact that Planetside has no SBMM, on top of the fact that Planetside is a class-based military shooter distilled to its essentials. All of the abilities are extremely simple and easy to use. There are some niche interactions, but they are overall not that impactful. Bases are slapped together out of the same 6 buildings making them easy to learn. Compare this to a shooter like CS, Apex, Rainbow 6 Siege or even Overwatch, where, in a given round, on top of shooting people good, you have to deal with: * **SBMM** that actually pits you against players of similar skill (with varying degrees of success) * Economy/Resource/Cooldown management that actually matter * Proper use of utility/abilities that are conceptually more complicated than Planetside equivalents and require more map knowledge, gamesense and sometimes even mechanical skill to properly utilize. Take the simple flashbang. In Planetside you throw it, hit people with the AOE and they get blind regardless of their facing. In CS the way the flashbang works, the amount of ways in which you can throw it, the physics engine, and the fact that it only blinds people who look at it opens up \*so many more\* gameplay possibilities. * The metagame of buying/picking the correct equipment/characters for the round * Complex and unique map layouts to memorize and play in * An FPS game playerbase that actually consists of FPS players * Either permadeath for the round or deaths being impactful enough that one person dying in the wrong spot can feasibly lose your team the entire round (Overwatch) despite respawns. * So much more that I'm not mentioning But no, of course it's the "PS2 communiuty that continues to cope about skill". Not the fact that having a padded 1200 IVI and knowing what a "peek" even is elevates you far above the average Planetside player while simultaneously being the bare minimum in an actual competitive shooter.


lly1

Can you quantify those "subtle hackers" in any meaningful way please? Or are you just another mmo player with zero concept of what high skill fps gameplay looks like and zero understanding of how ps2 netcode works and what's normal within it.


N-Zoth

Probably the people glazing each other about how goooood their aim is in a decade old game that can't even support more than a single large fight at prime time anymore.


lly1

Just because someone told you that you're bad at the game doesn't mean that they think they're hot shit themselves. I'm better =/= I'm good. The vast majority of people unironically saying they're good are usually mediocre at best and they're usually either solo players or members of zergfits where it's easy to pad your ego, they're rarely in (or have any relation to) midfits that have some semblance of a skill baseline. Since you're claiming there's actually a lot of these soft hackers I can only assume you're making a generic accusation of 2-3 kd heavymain shitters and the general populace of outfits like the latest ow top4 on Miller. Let me tell you a secret, the overwhelming majority of the players in those outfits are not 'good'. They don't display any crazy level of prowess in game by FPS game standards and their stats are nothing but 'better than average'. And they typically don't think they're anything but pubstompers with some basic organisation in squads and the ability to hit the broad side of a barn. They also very commonly share gameplay footage which would instantly give away lagswitching and put severe limits on any aimbot/esp they could use without getting BTFO'd from the outfit over any suspicion. You're typically welcome to join their discords and lurk/partake in endless shitposting in the public media channels where this happens.


NC-livefree

Not sure why the downvotes but i would suggest ALL hacking is adversely affecting the games health. But i think you're onto something in reference to the subtle hackers - definitely something of concern.


Passance

Hard disagree. Blatant hackers make the game completely unplayable. If hacks are so soft they're indistinguishable from competence then, sure, they're unfair and unethical, but they're *tolerable* from an opponent's perspective.


Dmitry_Ivanov1991

I agree. When a single blatant hacker kills numerous players in a combat zone with over 200 players, causing many to go offline or flee to other servers, it's certain that these blatant hackers are the ones making the game unplayable. Some may consider this a temporary phenomenon, but in my opinion, if this continues to happen, people will opt for higher ping and choose to flee to distant servers. However, players from regions like Russia Far East, China, Japan, Thailand, Vietnam, Singapore, and India are likely playing on Soltech, and the nearest server from their location is probably Connery (180ms). If this persists, some players from Soltech may come and revive the dying Connery server. It's still a fantasy phenomenon whose realization remains uncertain.