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Warkrazeneye

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Warkrazeneye
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PostedDec 28, 2012 5:53 pm

A Few Suggestions to Prevent Forcelagging

1. If a ping jumps from below 120 ms to above 300 ms more than 10 times within 15 seconds to a player, the client receiving this erratic ping should automatically enter a slash-command equivalent that doesn't notify anyone, and can't be sent from chat, and if 50% of clients in the room notify the server of it, if in Blitz, Trickmaster class should be disabled for the client in question, and it should be prompted to switch classes. Additionally, when the spiking symbol appears to other clients, the opposing clients' hit counters should determine whether damage is dealt, rather than the client in question.
REASONING: Forcelaggers commonly have a ping that resembles highly f(x) = abs(tan(x*pi)), where x is one second, and ping is in ms.
Graph: just copy-paste this in to google: f(x) = abs(tan(x*pi))
There is no reason anyone should have such a frequently wavering ping. If your ping is so erratic that the graph looks like that, you shouldn't even be playing online video games in general, and you should be getting a better ISP. Burst networking is /not/ for video games.

2. If a client hits the taunt key, and, within the past 5 seconds, they have killed a player to which their ping has been 300 ms or more (within those 5 seconds), the server should immediately boot them from the game room they are playing in for not using common sense.
REASONING: Seriously, guys. What makes you think you have the right to taunt in that case? This should apply to all gamemodes, however the Blitz specific rule that bans those who quit mid-game from the Blitz mode temporarily should not apply in this case.

3. Any extraterrestrial IP Addresses (Those outside and inside our solar system that do not belong to the planet Earth and its terran populace) shouldn't be allowed on the server.
REASONING: I'm sorry to any Martians who like to play Aeria GunZ, but that's what MGunZ is for. They do have a GunZ for those who live on Mars, right?

Feel free to critique my suggestions and add on to them.
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ijjiBankai

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ijjiBankai
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PostedDec 29, 2012 12:08 am
1 wouldn't work. Lag goes both ways. So this slash-command equivalent would hurt the lagger as well as yourself because they're lagging. Your ping on their screen would do the same. There are even cases where on their screen they're moving perfectly fine (though lagging), and you are the one who gets the spike symbol teleporting everywhere.

Not sure about 2. Honestly just seems like a lot of work for the server to have to measure estimated pings for players relative to one another and then punish them based on actions.

Warkrazeneye

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Warkrazeneye
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PostedDec 29, 2012 7:26 pm
Bankai. The fact that two people share their ping to each other means nothing in relevance to #1. In #1, it's clearly stated as a vote. It won't be effective in 1v1 duels, but then again, in 1v1 duels, the "you see the bean, but you must be the bean" rule doesn't apply, because lag is perfectly symmetrical and a disadvantage on both ends. If a forcelagger joins a Blitz room with #1, then everyone will get 1 vote from the forcelagger, and the force lagger will get 7 votes. There are 8 people, so the forcelagger would get the only 50%+. This also applies if the forcelagger has his team's clients modded to prevent this packet from being sent or if packet sniffing is done to do so, because the forcelagger will get 4 votes, and everyone on the enemy team will get 1, which gives the Flagger 50% as well. However this is a rare case, as more often than not, the Flagger Team will have the same client, which would give everyone 4 votes from their opponent team, which would decay the game in an instant, which would only be effective for the Flagger team in that there would be no tricks in the game at all, and that hits are all clientside. This would be a worse-case scenario as in that case, they all already have hack clients, which means they're more than likely to be able to use this to deal rapid damage to the enemy team, but this can be detected easily by rate of damage faster than any weapon's RS or machine-gunning allows for. Any coder would know how to do this, just make it so that every time the ping refreshes on a client, have each client send to the server the ping in a packet containing an identifier short/byte and an int/short for the ping. It'd be worth sending the update to the AGunZ Clients.

ijjiBankai

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PostedDec 29, 2012 8:13 pm
I guess it would get rid of force laggers who have a pretty big fluctuation in ping; however, many could be stable at like 300+.

I'm unfamiliar with a lot of the terminology honestly, but it sounds decent. Not too sure if anyone is willing to code it though. If they were, we would have hack protection that stops a certain number of slashes per second or shots from a single player, etc. And it's made even more difficult due to Blitz mode.

JaStulla

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JaStulla
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PostedDec 29, 2012 9:19 pm
ijjiBankai wrote:
I guess it would get rid of force laggers who have a pretty big fluctuation in ping; however, many could be stable at like 300+.

I'm unfamiliar with a lot of the terminology honestly, but it sounds decent. Not too sure if anyone is willing to code it though. If they were, we would have hack protection that stops a certain number of slashes per second or shots from a single player, etc. And it's made even more difficult due to Blitz mode.  

fail blitzers force lag

The universe is infinite, so is the human mind. Make change to society.IGN: sexsit

Warkrazeneye

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Warkrazeneye
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PostedDec 30, 2012 8:59 pm
If I had permission to, I would certainly help. The main issue I have that prevents me from asking anyone is that I absolutely cannot stand talking about things like that to people who don't know at least two programming languages. It's already agitating enough talking to you about it. (No offense intended, it's just a true notion.)

Also: In reference to the big fluctuation in ping, let me explain:

This is a little graph I like to call a Hacker<->Dev Action Graph.

Forcelagger's Ideal Hack 1: Forcelaggers in their ideal world, would maintain a consistent infinite ping to the server until they have completed the destruction of the radar (Forcelaggers mainly go on Blitz, because structures don't move, and there's no leading involved)

Preventative Measure and/or Nature 1: (Preventative Nature) This cannot be the case however, because of the fact that to maintain a consistent infinite ping, you cannot send a single packet to the server the entire time your ping is infinite. There is absolutely no way to distinguish that from the server's viewpoint as you having disconnected.

Forcelagger's Countermeasure 2: Ping is the amount of milliseconds it takes to receive or send a packet between the server and client or peer and peer. If no packets are being sent, it becomes the amount of milliseconds since the last packet was sent. Because of this, forcelaggers choke their packets sent so that one packet comes out about every second or more, essentially forcing the ping to not maintain a consistent enough infinite amount to be considered disconnected. Ingame, this appears as a player moving, spiking, and every time a packet comes out, warping to the position that the client containing the player is actually at.
(The following is beyond the current progression)
Preventative Measure and/or Nature 2: (Preventatve Measure) If we notice that a ping is constantly jumping from 999 back down to a normal amount, and then rises back up to 999 preventing a player from having a decent chance of hitting them, obviously this is abnormal, and we should do something about it.

Forcelagger's Countermeasure 3: [I have a prediction that will probably work against the system that I proposed as well as a countering measure for that, but I'm redacting anything past here since this is a public area and an actual hacker (I.E. the person who makes the hacks and most likely doesn't leak it to the general populace, although there's always that one guy that ruins the entire community, NOT the person who downloads the hacks from some other retard and calls his or herself a 1337 h4x0r because he can download things off of the internet and probably doesn't even know how to program in the first place anyway) could read it.]

Warkrazeneye

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Warkrazeneye
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PostedDec 31, 2012 3:14 am
I realize this. But that's far from the topic at hand. That's the principle of potshot and backpedal. This only applies to movement on a linear axis.

We're talking about forcing lag to erratically jump around the map and essentially be unhittable, like the average trickmaster in Blitz. All it takes is a packet-choke and some non-linear movement (which most movement isn't in a straight line)

ijjiBankai

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PostedJan 06, 2013 9:26 pm
The goal of this thread is to gain support and opinions, correct?

1 - This is for spikers with a big variation in ping. It wouldn't be limited to just below 120 to above 300 but include a formula to measure difference in ping over time, right? So spikers from 50 to 80 wouldn't be affected but 80 to 300, 80 to 160, 100 to 500, etc would be? Of course this could calculate an average of these differences and base a decision off of that as well I suppose?

It's fine, as my second post implies, but how would a full room with 8 people all force lagging and spiking out of control work? Or 7 of the 8 players? 6? Sorry, I know it frustrates you to explain the concept thoroughly.

Also, you say that the "opposing clients' hit counters should determine whether damage is dealt" in severe cases basically. The hit counter, as far as we gunz players know, just indicates a hit or not. I'm not too sure how the hit counter itself would determine how many pellets, in terms of a shotgun, or spread damage, in terms of a rocket, actually damage the player. It's also quite inaccurate. You can flip someone who is standing still (lag or not), and the hit coutner will indicate a hit. However, the player might not flip.

2 - Not sure why this matters to be honest. It could be a decent feature, but that's what we have the kicking system for. Also, it can be reported as harassment. The player could also just leave.

3 - Maybe they just want to dress up like us humans ;3

xD.

If you would like to suggest your suggestion to the GMs to see what they say, you could try submitting a ticket if you haven't already. Just pick "Other" as the category.
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