Reports of Multiple Users Cheating

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Webby182

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Jan 12, 2013
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This post is based purerly on rumours and chinese whispers so dont shoot the messenger;

I heard that theres been witnesses and reports of widespread cheating with a program untraceable to the client / server.

Speed / Health & Damage hacks to name a few.

Is this something GMs are aware of and dealing with?? its hard to keep up with some of the veteran Mir players and their levels / kit as it is let alone trying to measure up against users cheating.


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My second part of this thread is, what kind of low life scummy braindead no life 40 year old virgin idiotic **** sucking boring bastard uses cheats on a 17 year old game on a private server??

Think if this is the case, we all need to chip in for hugs and kisses to get their lives back on track and perhaps get them outside in the sun for a few hours.

If you're reading this and you are one of the above, please seek help here : -https://www.samaritans.org/

Peace
 

Elijah

Crystal Dev
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Jul 21, 2004
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Speed / Health & Damage hacks to name a few.

Unless Apoc have changed the way the Crystal Files work in such a way to make the Client make all of the important decisions rather than the Server, which i highly doubt. Then i'm pretty certain that Health & Damage hacks are very unlikely if not impossible. They are dealt with at the Server end, so at most the cheaters could make their health pool larger, but it'd only show for them which is rather pointless.

There is possibly a little scope for speed hacks, but it wouldn't be a massive boost, and that's if it's even possible which i'm not certain of.

I'd guess it's also important for the people who have witnessed such things to give names over to the GM team, so they can investigate at very least.
 

Aidonlee

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Nov 30, 2015
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I have also heard numerous things, seeing a video also of Rudolf running round skipping faster than any player based in England, instant running after taking damage surely isn't just latency issues?

Any anti-cheat programme, regardless of how good it is, how well coded it is can be out coded. It's reliable ye, sure, but I wouldn't put 100% of my trust in it.
 

Elijah

Crystal Dev
Developer
Jul 21, 2004
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Any anti-cheat programme, regardless of how good it is, how well coded it is can be out coded. It's reliable ye, sure, but I wouldn't put 100% of my trust in it.

Some things such as Lighting hacks cannot be stopped. I do know there are a few kinks in the movement speed/instant running area of the code that could allow such things until they're patched. However, anything that is handled server side can be coded to be blocked quite easily, currently the server is the only decision maker on how much damage is dealt, the client doesn't tell the server how much damage is dealt so a user cannot make their client force more damage. At most they can cheat their own eyes... somewhat pointless.

But yes, while there are gaps in the coding, then people do find ways of exploiting it.
 

Emzie

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Sep 18, 2009
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People was saying the cheat is to do with a spell/skill being used twice+ in the time it would normally take to use once hence why it looks like more damage is being done than normal. I don't know if this is possible on this set of files its just what a fair few were saying.
 

Webby182

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Jan 12, 2013
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I appreciate a GM isnt going to respoke here and out their server but would be good to know that these wide spread rumours are being tackled and dealt with.

ive heard reports of nearly and entire guild using this and some players giving big sums of donations to try and be Immune to the rules.
i must say this is all just things told to me and I’m no way saying this is factual or I’ve seen it. I’m not trying to **** stir I just don’t want to invest my time ignoring the missus on a server filled with cheats. I can play Xbox instead!!! 🤣
 

Pete107

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Dec 10, 2003
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People was saying the cheat is to do with a spell/skill being used twice+ in the time it would normally take to use once hence why it looks like more damage is being done than normal. I don't know if this is possible on this set of files its just what a fair few were saying.

Every successful cast sets a value (server side) to the current time + the delay on the skill (majority of them are something like 1.5 seconds?) but during the 1.5 or w/e seconds it isn't possible to cast again( shown in link below), flaming sword is different as it uses it's own timer, think there's a few more but they all follow the same principle, as Elijah stated, the server decides, not the client.

https://github.com/Suprcode/mir2/blob/master/Server/MirObjects/PlayerObject.cs#L6415