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Rainbow Six Siege hacked as players get billions of credits and random bans

shanethegamer.com

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Re: Rainbow Six Siege hacked as players get billions of credits and random bans

#91
post #75
post #55

Nice to see anti-cheats working and protecting Linux players from hacks, by preventing them from actually playing the game.

Games using Easy AntiCheat can opt in to Linux support. Arc Raiders runs on Linux (but not in VMs) whereas Fortnite does not, because Epic has chosen not to support Linux. Ironic given Tim Sweeney's supposed anti-monopoly stance.

Sweeney isn’t anti-monopoly, he’s pro-Sweeney. He sees an opportunity to let others do the work and investment to build platforms, then selectively swoop in to compete once the risk and investment pay off.

It’s not a bad business model if he can get the courts on his side: let others spend billions and take risks, then cherry pick the successful platforms and compete with their distribution using a cost basis that doesn’t have those up-front costs and risks.

Re: Rainbow Six Siege hacked as players get billions of credits and random bans

#92
post #38

Earlier quoted context omitted.

While I understand what you're saying, it's pretty clear what is meant is "$X worth at the price they currently sell for". When there's a story about an object in space made of gold worth 100s of trillians of dollars, nobody believes it would really sell for that much if we captured it and mined all the gold; because the value of gold would plummet based purely on it's existence. But I agree with you that it would be…

and yet, most people use this same measure for market capitalization of companies.

Not really. If a company were to manufacture a substantially large number of shares out of nothing (no additional investment money or other value entering the company) then the market cap would not go up. It would stay the same and per-share value would go down.

The market is mostly reasonable about who can and will sell their shares. If a big mover does sell a lot of their shares at once, the price will fall. Most big holders will slowly sell off shares for this reason.

In the other direction, it’s also understood that the cost to acquire all shares of a company is more than the market cap of a company. This is why you see acquisition prices being significantly higher than the last funding round valuation, or public shares popping on announcement of an acquisition attempt.

Re: Rainbow Six Siege hacked as players get billions of credits and random bans

#94
post #56

https://x.com/vxunderground/status/2005008887234048091 Here's the word on the internet streets: - THE FIRST GROUP of individuals exploited a Rainbow 6 Siege service allowing them ban players, modify inventory, etc. These individuals did not touch user data (unsure if they even could). They gifted roughly $339,960,000,000,000 worth of in-game currency to players. Ubisoft will perform a roll back to undo the damages. T…

I used to work for Ubisoft, though not on Siege- I have met and had detailed conversations with their lead architect though; truthfully I remember little of those conversations. Regarding the second group and access to source code; this is unlikely for a combination of four reasons. 1) The internal Ubisoft network is split between “player stuff” (ONBE) and developer stuff. 2) The ONBE network is deny by default, no m…

I wonder how many times former Microsoft people demanding switches to MS infrastructure are still actually working for Microsoft.

Re: Rainbow Six Siege hacked as players get billions of credits and random bans

#95

I wonder if they could push out an update. That would be super scary.

That depends, they might just fix some bugs and call it a day. There would have to be a trial of the pyx for sure to figure out what got changed and by who.

Re: Rainbow Six Siege hacked as players get billions of credits and random bans

#96
post #56

Earlier quoted context omitted.

I used to work for Ubisoft, though not on Siege- I have met and had detailed conversations with their lead architect though; truthfully I remember little of those conversations. Regarding the second group and access to source code; this is unlikely for a combination of four reasons. 1) The internal Ubisoft network is split between “player stuff” (ONBE) and developer stuff. 2) The ONBE network is deny by default, no m…

I wonder how many times former Microsoft people demanding switches to MS infrastructure are still actually working for Microsoft.

I mean, I worked for Nokia in 2011..

.. you don't have to tell me.

Re: Rainbow Six Siege hacked as players get billions of credits and random bans

#97
post #91
post #75

Earlier quoted context omitted.

Games using Easy AntiCheat can opt in to Linux support. Arc Raiders runs on Linux (but not in VMs) whereas Fortnite does not, because Epic has chosen not to support Linux. Ironic given Tim Sweeney's supposed anti-monopoly stance.

Sweeney isn’t anti-monopoly, he’s pro-Sweeney. He sees an opportunity to let others do the work and investment to build platforms, then selectively swoop in to compete once the risk and investment pay off. It’s not a bad business model if he can get the courts on his side: let others spend billions and take risks, then cherry pick the successful platforms and compete with their distribution using a cost basis that do…

> He sees an opportunity to let others do the work and investment to build platforms, then selectively swoop in to compete once the risk and investment pay off.

Sure. Just as long as you agree Google and Apple let others do the work and investment to develop new games, apps and media, then swoop in and demand a cut if the risk and investment pay off.

Re: Rainbow Six Siege hacked as players get billions of credits and random bans

#98
post #28
post #25

Earlier quoted context omitted.

Some very fun indie games I've been playing this past year (lots of early access): - Hexarchy / Rogue hex (Civ-like) - The Last Caretaker - Captain of Industry (factorio-like, was posted here on HN by dev awhile back) - 9 kings - Super Fantasy Kingdom - Manor Lords - Astronomics - Heart of the Machine

Those games have 100x to 500x smaller budgets than the AAA-games. Yes, they often have cute ideas, but, like a blockbuster movie, 99 times out of 100 you need a solid budget to make a solid movie/game.

Hopefully, AAA games era is coming to an end.

Re: Rainbow Six Siege hacked as players get billions of credits and random bans

#99
post #96

Earlier quoted context omitted.

I wonder how many times former Microsoft people demanding switches to MS infrastructure are still actually working for Microsoft.

I mean, I worked for Nokia in 2011.. .. you don't have to tell me.

Yes, that was a particularly dirty episode. I wrote about it when it happened.

https://jacquesmattheij.com/microsoft-just-bought-nokia-for-...

I think I got one prediction wrong but the rest stuck.

Re: Rainbow Six Siege hacked as players get billions of credits and random bans

#100
post #81
post #78

Earlier quoted context omitted.

Kernel anti cheat in the client are the strongest form of protection by far, your comment makes no sense, anything userspace is easily spoofed. You can create a driver ( module ) that intercept calls and that is completely invisible to userspace processes. The default security measures on Linux are pretty bad compared to windows, it's not even close. People like to bash windows but they have a way better security mod…

1 - kernel module from anti-cheats are weaponized by hackers. 2 - if I recall properly, that linux feature is a direct mapping of the target user process allowing extreme dynamicity in time, performant, and much more powerfull mechanisms than basic 'calls'. Namely hell for hackers if a live service game has a proper "security" team, all that without a kernel module.

What are you even talking about?

The parent is right.

I'm quite literally the first person to bash Windows for being a shitty operating system, but the requirement for signed modules puts a massive barrier to entry for cheaters, where Linux can load just about anything.

If every system call can lie to you, there's a few things you can do, but it's not many.

I know this because I've actually done a lot of due diligence on anti-cheat.

One mechanism I attempted to employ was to replay initalisation vectors and determinism of inputs; this means I could replay your session out of band and witness the same outcomes. If there was variation then there's a fault. Except as soon as you introduce floating point numbers there's no more determinism... Oh well.

The other was to watch for "impossible" things, but then you need to run full complex physics simulations for every client. If your game requires you to effectively buy an i7-11700k for every user then you'd have to sell your game for a lot more money, and limit how long they can play - nobody wants this.

The third option was to score our best players and anyone who performs better than that gets their behaviour tracked. The problem is, coming up with a scoring system that's server side is much harder than you think.

GameDevs don't actually like paying a shit load of money for anti-cheat (that also breaks their debugging systems and causes bugs: a wonderful combination)... so if you've got a better way: join the industry and fix it. You'll be a moderately wealthy person.

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