Hey, Its NYAP2014 here with my first post.... EVER.
Anyways, im here to spread the word STOP HACKING!
Hacking used to be a simple program that would crash servers but now it is becoming a world wide tool that is ruining Minecraft servers worldwide! And we got to find a way to stop it. Im tired and im sure you too are tired of getting Insta-Killed on every single server in the world.
Anyways, im here to spread the word STOP HACKING!
Hacking used to be a simple program that would crash servers but now it is becoming a world wide tool that is ruining Minecraft servers worldwide! And we got to find a way to stop it. Im tired and im sure you too are tired of getting Insta-Killed on every single server in the world.
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Its not hacking, its some idiot using a modded client that just so happens to work on multiplayer.
this is wierd
meh
It will be pretty much impossible to stop the hacking. Everything has it's loop hole. Even the government has problems with their stuff... If something gets patched, a new way will be found. Same thing applies to Minecraft and it's servers. The developers can try whatever they want to stop hacking, but that will never happen. So what I'm trying to say, is to make the hacking stop, the people that are using these programs and/or making them, has to stop.
That's just the way I see it.
That's just the way I see it.
ther is no such tihng as isntant kill hack, ther is nothing called a force op hack, those kind of things are controlled on the server and not the client, also "crashing" a server is not a hack but a simple ddos aka sendping alot packages to a server to stress it / crash it -.-
there is an instant kill "hack" it makes your player spam attack really really fast
and "forceop" is just an exe file that fills your pc with viruses
and "forceop" is just an exe file that fills your pc with viruses
AfootplutoThis what i was talking about.Mojang"If you've bought the Game, you may play around with it and modify it. We'd appreciate it if you didn't use this for griefing, though, and remember not to distribute the changed versions of our software. Basically, mods (or plugins, or tools) are cool (you can distribute those)"
Ah, you are correct. I thought there was an entry there for modifying the binaries, fair play. It's not really that important anyways since it's an easy point to get around by using patching programs which morph the contents.
This what i was talking about.
Mojang"If you've bought the Game, you may play around with it and modify it. We'd appreciate it if you didn't use this for griefing, though, and remember not to distribute the changed versions of our software. Basically, mods (or plugins, or tools) are cool (you can distribute those)"
wow. paril just explained EVERYTHING
Then stop playing on those cliche PvP servers that die in a week. I don't understand what is so fun about PvP. The PvP system in Minecraft at least at this point is just horrid. It's luck based, whoever has the lower ping wins, it's glitchy and laggy. One moment someone is in front of you and the next the player is behind you. Hit registering could literally be coded better by a child. PvP is unfinished and here we have all these little kids running thousands of servers everyday flipping out over this unfinished aspect of the game. This is not CoD. Go play on a Real minecraft server, where you actually build, and has grief protection. It is rare to find hackers there.
Afootpluto: modding the client is illegal based on the EULA. You aren't allowed to modify the binaries that they put out, nor redistribute them, unmodified or not. May want to understand that first.
There's a lot of misconception around "hacking", why it works and why Mojang hasn't "stopped" it.
First, some information on how/why it works; hacking is a bit of a misnomer. Hacking generally implies modification or some sort of damaging action towards the server, like editing files. A better word to use for what you're talking about is "tricking". The modified client is simply tricking the server by sending it packets that, in theory, should not happen, but have no protection to make sure they don't happen that way.
Very simple example is teleportation. Clients handle their own movement; they, on the client side, move the player according to their key input and send the new position to the server and say "I have moved 0.78 blocks in this direction". The server takes this information, says "K thx", applies it to the server-side logic, and sends the new data over to all of the other clients to say "This player has moved 0.78 blocks in this direction", the other clients change their visuals accordingly.
Now, you can see based on this simple communication (which is really all that goes on behind the scenes; it's no more complex than I described above) how easy it is to trick this system. What if I sent a packet that says "I have moved 8000 blocks in this direction"? The server takes the information, says "K thx", applies server-side logic, sends updates to players. This is a trust issue that the server has with the clients. The server implicitly trusts the clients not to misuse the packets.
So, why does the server do this? Simple; processing power. Clients manage themselves and just tell the server how they have interacted with the world, which the server reacts to and updates all other clients on what you've done. The client does not say "I want to break this block"; the client says "I have broken this block". Simplicity allows this to happen a lot quicker and more reliably (if the server handled all of this logic, there would be a considerable more amount of lag between when you do things and when they actually happen; movement would be glitcher (see: horses; these are not client-side, they are 100% server-side logic. Imagine if players moved like that too. The slight bit of lag and suddenly you are moving at sub-normal speeds, stopping and teleporting around to keep up!), and blocks would take longer to break.
"But Paaaaaaril", you scream, "what about NoCheat?!" - well, that's the thing. NoCheat is a solution, and is indeed the proper way of handling this issue. NoCheat works by introducing a layer between the client telling the server what they want and the server actually executing it. A user says "I have moved 800 blocks in this direction", NoCheat intercepts this and says "Now hold on a second, you were here a minute ago and now you've moved 800 blocks only 100 ms ago? This isn't right. I'm going to move you back here because chances are something went wrong!"; A user says "I have broken this block half-way around the world", NoCheat intercepts this and says "I did some simple math here and I have determined that there is no way you could have seen this block and broken it. I've decided not to do it." and the interaction stops there.
Vanilla Minecraft has very basic rules for how interaction and movement is supposed to work. The "fix" for tricking the server is to introduce more rules which ensure that people can't do things that they logically can't do; to do this, the server has to make guesses. Can the player, logically, hit this other player again? Can the player logically have moved to this point? Can the player place this block? These are all questions that are barely answered by the server, and plugins like NoCheat add in a layer for.
There's a lot of misconception around "hacking", why it works and why Mojang hasn't "stopped" it.
First, some information on how/why it works; hacking is a bit of a misnomer. Hacking generally implies modification or some sort of damaging action towards the server, like editing files. A better word to use for what you're talking about is "tricking". The modified client is simply tricking the server by sending it packets that, in theory, should not happen, but have no protection to make sure they don't happen that way.
Very simple example is teleportation. Clients handle their own movement; they, on the client side, move the player according to their key input and send the new position to the server and say "I have moved 0.78 blocks in this direction". The server takes this information, says "K thx", applies it to the server-side logic, and sends the new data over to all of the other clients to say "This player has moved 0.78 blocks in this direction", the other clients change their visuals accordingly.
Now, you can see based on this simple communication (which is really all that goes on behind the scenes; it's no more complex than I described above) how easy it is to trick this system. What if I sent a packet that says "I have moved 8000 blocks in this direction"? The server takes the information, says "K thx", applies server-side logic, sends updates to players. This is a trust issue that the server has with the clients. The server implicitly trusts the clients not to misuse the packets.
So, why does the server do this? Simple; processing power. Clients manage themselves and just tell the server how they have interacted with the world, which the server reacts to and updates all other clients on what you've done. The client does not say "I want to break this block"; the client says "I have broken this block". Simplicity allows this to happen a lot quicker and more reliably (if the server handled all of this logic, there would be a considerable more amount of lag between when you do things and when they actually happen; movement would be glitcher (see: horses; these are not client-side, they are 100% server-side logic. Imagine if players moved like that too. The slight bit of lag and suddenly you are moving at sub-normal speeds, stopping and teleporting around to keep up!), and blocks would take longer to break.
"But Paaaaaaril", you scream, "what about NoCheat?!" - well, that's the thing. NoCheat is a solution, and is indeed the proper way of handling this issue. NoCheat works by introducing a layer between the client telling the server what they want and the server actually executing it. A user says "I have moved 800 blocks in this direction", NoCheat intercepts this and says "Now hold on a second, you were here a minute ago and now you've moved 800 blocks only 100 ms ago? This isn't right. I'm going to move you back here because chances are something went wrong!"; A user says "I have broken this block half-way around the world", NoCheat intercepts this and says "I did some simple math here and I have determined that there is no way you could have seen this block and broken it. I've decided not to do it." and the interaction stops there.
Vanilla Minecraft has very basic rules for how interaction and movement is supposed to work. The "fix" for tricking the server is to introduce more rules which ensure that people can't do things that they logically can't do; to do this, the server has to make guesses. Can the player, logically, hit this other player again? Can the player logically have moved to this point? Can the player place this block? These are all questions that are barely answered by the server, and plugins like NoCheat add in a layer for.
WOAH WOAH WAOH WAIT, I SAW THE BLAME PARIL BANNER BUT THERE WAS A PARIL?
Technically Modded clients are hacks but legal hacks. i have not seen any "hacked client" that is illegal yet.
I dont get why mojang is worrying about stuff like donations instead of finding ways to stop hacking
All that would have to do is check if the Jar Certificate is intact and if it is allow them to join servers :3 But that would defeat the use of mods eg optifine.
Other games do that and there are hundreds of ways around it. You can't just "disable hacking".
Because hacking isn't against the game's Terms of Use (meaning, donations aren't against the law like hacking is."
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1. No matter how hard you try to stop hacking it just won't go away, people are always coding new ones.
2. They're mad at the pay-to-win servers, since apparently those are the only ones that have expensive perks where kids buy them and parents complain to Mojang, so all of a sudden that's ALL of the servers' faults for some dumb reason, and it's most likely that Mojang can make a crap ton of money on Realms, since a portion of servers will be shut down.
2. They're mad at the pay-to-win servers, since apparently those are the only ones that have expensive perks where kids buy them and parents complain to Mojang, so all of a sudden that's ALL of the servers' faults for some dumb reason, and it's most likely that Mojang can make a crap ton of money on Realms, since a portion of servers will be shut down.
Mojang can't prevent it entirely.
And before u post something make sure u know what u r talking about.
This is why I don't play multiplayer.
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Hacking is defined as using something for something it wasn't meant to be used for. And when computer came along "Hackers" were people who messed with code to see what happened. Not all hackers are bad like "white hats" help prevent "black hats" or "crackers" from hacking illegally.
Getting instantly killed on a new server doesn't mean people are hacking ... it usually just means that those people have been playing for a while and have a lot of gear...
Also, going on servers that aren't meant for PvP could help you out a tonne.
Also, going on servers that aren't meant for PvP could help you out a tonne.
It's very hard to stop hacking, because lots of people are coding hacks/exploits all the time, and that are not-none of, e.g McJoinBOT, is a program like you said "crash a server"(only works on cracked servers) And Even if someone was banned from that server, you can stil continue the attack
I think he's saying player's client hacks in-game
You get insta-killed on every single server you go on?
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I'm guessing you only go on Faction servers?
Not trying to be mean but if you don't go on PvP servers you won't get instakilled.
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I'm guessing you only go on Faction servers?
Not trying to be mean but if you don't go on PvP servers you won't get instakilled.
That not true, I got spam killed on a creative server.
How do you die on a creative server?????
Possible /kill or some other command...
Unless they use a plugin, that command kills the person who executed it. Plugins aren't hacks, they can just be irritating.
