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TOPIC: TTT is broken.

TTT is broken. 6 years 2 months ago #825095

Nigerian_Prince wrote:
Dodo Said:
Do you know what Johnler had to do when he joined (twice) when I called him? He ran anticheat. Said sorry no hits and observed him with me until he left
From what I have experienced there is either a need for an update for the anticheat as in the past we have had people using software to cheat, taunt staff about using anti cheat to scan them and nothing comes up apparently, ( for at least two cases). But were dealt with as LT was on to check them. So the reliance on the anticheat needs to be lowered due to software camouflaging its use.
Also Raeker mentioned:
"A lot of Lead Team members already struggle to use the system appropriately"
Possibly then LT members need to be re-trained if unsure or struggling for usage of anticheat?

But I realised that it is best that hacking polices are voted on between the LT in meetings as some people are simply very good at aiming or using gaming knowledge to their advantage. Although it is rather troublesome that it can take a week to catch user breaking rule 1.5.

The anticheat was updated a month or two ago by Tyler to detect some of the lower tier hacks automatically through console and auto-kick (he explained it to me I don't really remember how it works), there are just some hacks that simply can't be detected in that way. I never personally had a problem catching hackers with anti-cheat, but if I did it was usually when they were using citizen hack. And the "hacking policies" aren't voted on in lead team meetings at all. That is a community team thing. Although I agree the new policy does take awhile to actually take out a smarter hacker.
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TTT is broken. 6 years 2 months ago #825097

brenzor9137 wrote:
Nigerian_Prince wrote:
Dodo Said:
Do you know what Johnler had to do when he joined (twice) when I called him? He ran anticheat. Said sorry no hits and observed him with me until he left
From what I have experienced there is either a need for an update for the anticheat as in the past we have had people using software to cheat, taunt staff about using anti cheat to scan them and nothing comes up apparently, ( for at least two cases). But were dealt with as LT was on to check them. So the reliance on the anticheat needs to be lowered due to software camouflaging its use.
Also Raeker mentioned:
"A lot of Lead Team members already struggle to use the system appropriately"
Possibly then LT members need to be re-trained if unsure or struggling for usage of anticheat?

But I realised that it is best that hacking polices are voted on between the LT in meetings as some people are simply very good at aiming or using gaming knowledge to their advantage. Although it is rather troublesome that it can take a week to catch user breaking rule 1.5.

The anticheat was updated a month or two ago by Tyler to detect some of the lower tier hacks automatically through console and auto-kick (he explained it to me I don't really remember how it works), there are just some hacks that simply can't be detected in that way. I never personally had a problem catching hackers with anti-cheat, but if I did it was usually when they were using citizen hack. And the "hacking policies" aren't voted on in lead team meetings at all. That is a community team thing. Although I agree the new policy does take awhile to actually take out a smarter hacker.
Okay that's great, those cases then were further ago than amonth so that's cool.
I didn't mean LT voting on policies, I meant LT following policies to take action on hackers, my bad.
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TTT is broken. 6 years 2 months ago #825101

brenzor9137 wrote:
Nigerian_Prince wrote:
Dodo Said:
Do you know what Johnler had to do when he joined (twice) when I called him? He ran anticheat. Said sorry no hits and observed him with me until he left
From what I have experienced there is either a need for an update for the anticheat as in the past we have had people using software to cheat, taunt staff about using anti cheat to scan them and nothing comes up apparently, ( for at least two cases). But were dealt with as LT was on to check them. So the reliance on the anticheat needs to be lowered due to software camouflaging its use.
Also Raeker mentioned:
"A lot of Lead Team members already struggle to use the system appropriately"
Possibly then LT members need to be re-trained if unsure or struggling for usage of anticheat?

But I realised that it is best that hacking polices are voted on between the LT in meetings as some people are simply very good at aiming or using gaming knowledge to their advantage. Although it is rather troublesome that it can take a week to catch user breaking rule 1.5.

The anticheat was updated a month or two ago by Tyler to detect some of the lower tier hacks automatically through console and auto-kick (he explained it to me I don't really remember how it works), there are just some hacks that simply can't be detected in that way. I never personally had a problem catching hackers with anti-cheat, but if I did it was usually when they were using citizen hack. And the "hacking policies" aren't voted on in lead team meetings at all. That is a community team thing. Although I agree the new policy does take awhile to actually take out a smarter hacker.
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TTT is broken. 6 years 2 months ago #825107

Raeker wrote:
violetfriend_ wrote:
I'm not content with the hacking policy either. why can't we be trusted on dealing with hackers?
There are actually multiple members within the community that'd be banned because staff think they're hacking when they legitimately just have a good aim, like Tyler. "Trust" isn't the issue here, unless you mean access to the anticheat system, in which case it is. A lot of Lead Team members already struggle to use the system appropriately, making it public to all admins (and, guess what, that'd also mean BananaSlanger that all you fuckheads are roasting the shit out of) will only cause more issues. And then we aren't even talking about the fact that admins would then also have to be trusted with the policy, when a lot of admins also already forget the policies that they are actually supposed to know like the staff ethos or the appeal/report abuse policies.

It's rather easy for low-ranking staff to say "Can't we just be trusted" when there are a lot more factors to take into account.
I had no issue with giving administrators complete banning rights and I can confidently say well over 95% of them were valid. HOWEVER, the thing about it is that, we used to have much MUCH stricter requirements for staff members so the general quality would be higher. Add that on top of the fact that we had multiple ways of checking for cheats such as checking different stats and all sorts of workarounds and admin chat alerts in case something was fishy. I'm not saying ZARP has shit admins, don't get me wrong, but here I've noticed the principle for getting mod is basically be active, don't rulebreak (example being Stoned still gathering few positive votes as far as I know after proving time and time again how big of a fuck up he is) and THEN prove yourself after you get accepted. There it was the complete opposite. You had to have at least one month of play time in order to be eligible to apply, but I'd rarely accept people even under two because we'd generally pick people who we were 150% confident they wouldn't screw up.
I kinda agree with what you and Cranky said and to be fair hackers are, as far as I've seen, not as common in G-Mod (or ZARP at least). The thing that makes me take Dodo's side in this however is that in order to have full banning rights of a hacker when one does log in, you gotta be a Super Admin - a rank that is considered as part of the lead team and is no longer awarded just by doing your job well. Multiple things are taken into account (which I find completely normal) which basically sum up your personality. Point being, it's much harder to become one. If a guy logs in and his sole purpose is to fuck the server over by mass rdming every visible model they can lock onto, that's problematic. You have a ban command that you can't use because of the policies in place.
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TTT is broken. 6 years 2 months ago #825109

Vakarian wrote:
Point being, it's much harder to become one. If a guy logs in and his sole purpose is to fuck the server over by mass rdming every visible model they can lock onto, that's problematic. You have a ban command that you can't use because of the policies in place.

If they are just "mass rdming" you can just gather your video evidence, while he is doing it, and then ban him for a max of three days for mass RDM
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TTT is broken. 6 years 2 months ago #825117

Vakarian wrote:
Raeker wrote:
violetfriend_ wrote:
I'm not content with the hacking policy either. why can't we be trusted on dealing with hackers?
There are actually multiple members within the community that'd be banned because staff think they're hacking when they legitimately just have a good aim, like Tyler. "Trust" isn't the issue here, unless you mean access to the anticheat system, in which case it is. A lot of Lead Team members already struggle to use the system appropriately, making it public to all admins (and, guess what, that'd also mean BananaSlanger that all you fuckheads are roasting the shit out of) will only cause more issues. And then we aren't even talking about the fact that admins would then also have to be trusted with the policy, when a lot of admins also already forget the policies that they are actually supposed to know like the staff ethos or the appeal/report abuse policies.

It's rather easy for low-ranking staff to say "Can't we just be trusted" when there are a lot more factors to take into account.
I had no issue with giving administrators complete banning rights and I can confidently say well over 95% of them were valid. HOWEVER, the thing about it is that, we used to have much MUCH stricter requirements for staff members so the general quality would be higher. Add that on top of the fact that we had multiple ways of checking for cheats such as checking different stats and all sorts of workarounds and admin chat alerts in case something was fishy. I'm not saying ZARP has shit admins, don't get me wrong, but here I've noticed the principle for getting mod is basically be active, don't rulebreak (example being Stoned still gathering few positive votes as far as I know after proving time and time again how big of a fuck up he is) and THEN prove yourself after you get accepted. There it was the complete opposite. You had to have at least one month of play time in order to be eligible to apply, but I'd rarely accept people even under two (to give you an example of an exception, the dicchead Svanzscape) because we'd generally pick people who we were 150% confident they wouldn't screw up.
I kinda agree with what you and Cranky said and to be fair hackers are, as far as I've seen, not as common in G-Mod. The thing that makes me take Dodo's side in this however is that in order to have full banning rights of a hacker when one does log in, you gotta be a Super Admin - a rank that is considered as part of the lead team and is no longer awarded just by doing your job well. Multiple things are taken into account (which I find completely normal) which basically sum up your personality. Point being, it's much harder to become one. If a guy logs in and his sole purpose is to fuck the server over by mass rdming every visible model they can lock onto, that's problematic. You have a ban command that you can't use because of the policies in place.
Thats not what the issue here is at all as it turns out. Obviously if someone comes on and starts mass rdming they will get banned for RDM. The issue he was raising is because the cheater was being smart and trying to not break other rules. Something that is a valid complaint but is a non issue because we have policies in place that allow the lead team to ban someone without absolute evidence. The real problem with allowing people to ban "obvious" hackers until the meeting is the fact that my definition of "obvious" might just very well be different then yours. Yes in this case it was pretty damn clear, but the problem is it won't always be the case. That was the problem we had in the past and it resulted in false bans. If the hacker is not breaking other rules then the impact he is having on the server is reduced significantly and is something can be handled in the weekly meetings. If he was using his hacks to blatantly break rules then he will be banned for those rule breaks.
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TTT is broken. 6 years 2 months ago #825122

After reading the feedback I think admins should have ban command removed honestly. We are not trusted to make decisions based on evidence. No matter when if we falsely ban we will get shit but suddenly its too big of a risk to ban someone when its (again) obvious that they are hacking.

Like perma banning the whole server is not a risk of any admins but god if they ban someone for 168h for hacking with video proof..
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TTT is broken. 6 years 2 months ago #825125

EMP wrote:
Vakarian wrote:
Raeker wrote:
violetfriend_ wrote:
I'm not content with the hacking policy either. why can't we be trusted on dealing with hackers?
There are actually multiple members within the community that'd be banned because staff think they're hacking when they legitimately just have a good aim, like Tyler. "Trust" isn't the issue here, unless you mean access to the anticheat system, in which case it is. A lot of Lead Team members already struggle to use the system appropriately, making it public to all admins (and, guess what, that'd also mean BananaSlanger that all you fuckheads are roasting the shit out of) will only cause more issues. And then we aren't even talking about the fact that admins would then also have to be trusted with the policy, when a lot of admins also already forget the policies that they are actually supposed to know like the staff ethos or the appeal/report abuse policies.

It's rather easy for low-ranking staff to say "Can't we just be trusted" when there are a lot more factors to take into account.
I had no issue with giving administrators complete banning rights and I can confidently say well over 95% of them were valid. HOWEVER, the thing about it is that, we used to have much MUCH stricter requirements for staff members so the general quality would be higher. Add that on top of the fact that we had multiple ways of checking for cheats such as checking different stats and all sorts of workarounds and admin chat alerts in case something was fishy. I'm not saying ZARP has shit admins, don't get me wrong, but here I've noticed the principle for getting mod is basically be active, don't rulebreak (example being Stoned still gathering few positive votes as far as I know after proving time and time again how big of a fuck up he is) and THEN prove yourself after you get accepted. There it was the complete opposite. You had to have at least one month of play time in order to be eligible to apply, but I'd rarely accept people even under two (to give you an example of an exception, the dicchead Svanzscape) because we'd generally pick people who we were 150% confident they wouldn't screw up.
I kinda agree with what you and Cranky said and to be fair hackers are, as far as I've seen, not as common in G-Mod. The thing that makes me take Dodo's side in this however is that in order to have full banning rights of a hacker when one does log in, you gotta be a Super Admin - a rank that is considered as part of the lead team and is no longer awarded just by doing your job well. Multiple things are taken into account (which I find completely normal) which basically sum up your personality. Point being, it's much harder to become one. If a guy logs in and his sole purpose is to fuck the server over by mass rdming every visible model they can lock onto, that's problematic. You have a ban command that you can't use because of the policies in place.
Thats not what the issue here is at all as it turns out. Obviously if someone comes on and starts mass rdming they will get banned for RDM. The issue he was raising is because the cheater was being smart and trying to not break other rules. Something that is a valid complaint but is a non issue because we have policies in place that allow the lead team to ban someone without absolute evidence. The real problem with allowing people to ban "obvious" hackers until the meeting is the fact that my definition of "obvious" might just very well be different then yours. Yes in this case it was pretty damn clear, but the problem is it won't always be the case. That was the problem we had in the past and it resulted in false bans. If the hacker is not breaking other rules then the impact he is having on the server is reduced significantly and is something can be handled in the weekly meetings. If he was using his hacks to blatantly break rules then he will be banned for those rule breaks.
For some reason I was stuck in a moderator mentality, scrap the mass rdming thing and just think of it as the guy doing this in his T round. I don't know what Savage did but I was just giving an example of where exceptions would be wished to be made by the general majority. The thing that's usually the case is that people are doing a great job and acknowledge it, expect changes to be made to their rank because of it disregarding that it would affect even those who are not really shining examples in given position. I still am no big fan of the banning policies since as brendzor highlighted, if you're smart enough you can get away with it fairly easily. One flaw, for instance, is trusting admins with banning mass rdmers for LTAP and if the victim does not provide valid proof of being wrongly accused, from what I've seen, the appeal would just get denied and the ban would still hold until its expiry.
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TTT is broken. 6 years 2 months ago #825127

EMP wrote:
LonelyDodo wrote:
CrankyBot wrote:
You do realise if we actually EVER gave you admins anticheat someone would inevitably abuse the fuck out of it because you'd get to see who is a traitor and who isn't. There is no way we'd let that happen and that's why it will never happen. There have been mistakes in the past where people think others are hacking when it is just pure skill.
That's why there's the hacking policy to prevent that.

So instead of allowing us to ban people who are obviously hacking (like the guy in video I showed) until further review you are saying we should give them up to 168 hours to ruin the game until someone MIGHT act up...... This seems like a solid system
You can always ban him for other rules hes broken? If hes going around just rdming ban him for RDM and have it extended to a perma in the meeting. I fail to see how someone would be able to ruin everyones experience while hacking but not break any other rules.

Can you tell me why are you so disgustingly lenient towards hackers? Why are you defending them and giving us obstacles to punish them?

1. We can't handle it, we have to be little babies and ask the LT to come on and handle them
2. APPARENTLY WHAT DODO SHOWED IS NOT PROOF ENOUGH
3. The policy is to KICK and then ban? Are you kidding me?

What's. The. Deal.? Do you WANT hackers? Why are there so many stupid steps and retarded ass backward policies?

If you give us a normal explanation, sure, but this dumb shit is hard to explain rationally.

You give them A TON of unneeded chances to stop hacking.

I've recently banned a person who was hacking - he used aimlock and some sort of spinbot, killed over 10 people and made 8 reports. In each report, he spammed "citizenhack", admitting to his cheats. After I ban him, I get in trouble from a TTT super admin, saying I'm breaking policies.

It was more than obvious he was cheating. He was admitting to cheats. He didn't regret them, because after his slay for "Mass RDM", He said "Fuck, I can't kill all of you anymore because of my karma".

Why do you give them SO MANY CHANCES? They are spinbotting, or aimlocking without hiding it, yet your retarded policies make it so they get loopholes and shortcuts to not being punished.

In most other communities, they would've been long gone, after which, they just move to another server they can terrorise, it doesn't matter to them.

Here, we need to:
1. See that they're hacking, as dodo did.
2. Gather enough evidence to support his claims.
3. Contact a LEAD TEAM MEMBER, which in itself, good luck with that
3.1 - That completely ruins workflow for the attending staff members
4. He has to come on, and check his anti-cheats to gather enough evidence
5. KICK him and sit there and wait until he comes back (most instances end there, after, what, only a minimum of 10 minutes of an aimlocker mass RDMer in the server? And don't try saying "You should punish him for RDM and not hacking" because we need to let him run to gather enough evidence
6. IF he comes back, only then is he banned. That's an IF. Most others just move on to another community after they see the disconnect message.

Why put your own playerbase through this torture to give opportunities to hackers?

Bumping for that reply specifically for higher ups
Last Edit: 6 years 2 months ago by Yikes Svanz Comet.
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ignore 6 years 2 months ago #825434

bump
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ignore 6 years 2 months ago #825449

Svanzscape wrote:
bump

No use even I gave up
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ignore 6 years 2 months ago #825454

LonelyDodo wrote:
Svanzscape wrote:
bump

No use even I gave up

Same.
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TTT is broken. 6 years 2 months ago #825463

Raeker wrote:
violetfriend_ wrote:
I'm not content with the hacking policy either. why can't we be trusted on dealing with hackers?
There are actually multiple members within the community that'd be banned because staff think they're hacking when they legitimately just have a good aim, like Tyler. "Trust" isn't the issue here, unless you mean access to the anticheat system, in which case it is. A lot of Lead Team members already struggle to use the system appropriately, making it public to all admins (and, guess what, that'd also mean BananaSlanger that all you fuckheads are roasting the shit out of) will only cause more issues. And then we aren't even talking about the fact that admins would then also have to be trusted with the policy, when a lot of admins also already forget the policies that they are actually supposed to know like the staff ethos or the appeal/report abuse policies.


It's rather easy for low-ranking staff to say "Can't we just be trusted" when there are a lot more factors to take into account.

well cant we just create a new user admin group that is an admin but gets anticheat too? not given to all admins still have to apply
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ignore 6 years 2 months ago #825474

Jaxjaxjack wrote:
LonelyDodo wrote:
Svanzscape wrote:
bump

No use even I gave up

Same.
well not yet im here to support you guys
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TTT is broken. 6 years 2 months ago #825545

Seargent44 wrote:
Raeker wrote:
violetfriend_ wrote:
I'm not content with the hacking policy either. why can't we be trusted on dealing with hackers?
There are actually multiple members within the community that'd be banned because staff think they're hacking when they legitimately just have a good aim, like Tyler. "Trust" isn't the issue here, unless you mean access to the anticheat system, in which case it is. A lot of Lead Team members already struggle to use the system appropriately, making it public to all admins (and, guess what, that'd also mean BananaSlanger that all you fuckheads are roasting the shit out of) will only cause more issues. And then we aren't even talking about the fact that admins would then also have to be trusted with the policy, when a lot of admins also already forget the policies that they are actually supposed to know like the staff ethos or the appeal/report abuse policies.


It's rather easy for low-ranking staff to say "Can't we just be trusted" when there are a lot more factors to take into account.

well cant we just create a new user admin group that is an admin but gets anticheat too? not given to all admins still have to apply

I think Nick already suggested something like that.
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TTT is broken. 6 years 2 months ago #825563

Svanzscape wrote:
EMP wrote:
LonelyDodo wrote:
CrankyBot wrote:
You do realise if we actually EVER gave you admins anticheat someone would inevitably abuse the fuck out of it because you'd get to see who is a traitor and who isn't. There is no way we'd let that happen and that's why it will never happen. There have been mistakes in the past where people think others are hacking when it is just pure skill.
That's why there's the hacking policy to prevent that.

So instead of allowing us to ban people who are obviously hacking (like the guy in video I showed) until further review you are saying we should give them up to 168 hours to ruin the game until someone MIGHT act up...... This seems like a solid system
You can always ban him for other rules hes broken? If hes going around just rdming ban him for RDM and have it extended to a perma in the meeting. I fail to see how someone would be able to ruin everyones experience while hacking but not break any other rules.

Can you tell me why are you so disgustingly lenient towards hackers? Why are you defending them and giving us obstacles to punish them?

1. We can't handle it, we have to be little babies and ask the LT to come on and handle them
2. APPARENTLY WHAT DODO SHOWED IS NOT PROOF ENOUGH
3. The policy is to KICK and then ban? Are you kidding me?

What's. The. Deal.? Do you WANT hackers? Why are there so many stupid steps and retarded ass backward policies?

If you give us a normal explanation, sure, but this dumb shit is hard to explain rationally.

You give them A TON of unneeded chances to stop hacking.

I've recently banned a person who was hacking - he used aimlock and some sort of spinbot, killed over 10 people and made 8 reports. In each report, he spammed "citizenhack", admitting to his cheats. After I ban him, I get in trouble from a TTT super admin, saying I'm breaking policies.

It was more than obvious he was cheating. He was admitting to cheats. He didn't regret them, because after his slay for "Mass RDM", He said "Fuck, I can't kill all of you anymore because of my karma".

Why do you give them SO MANY CHANCES? They are spinbotting, or aimlocking without hiding it, yet your retarded policies make it so they get loopholes and shortcuts to not being punished.

In most other communities, they would've been long gone, after which, they just move to another server they can terrorise, it doesn't matter to them.

Here, we need to:
1. See that they're hacking, as dodo did.
2. Gather enough evidence to support his claims.
3. Contact a LEAD TEAM MEMBER, which in itself, good luck with that
3.1 - That completely ruins workflow for the attending staff members
4. He has to come on, and check his anti-cheats to gather enough evidence
5. KICK him and sit there and wait until he comes back (most instances end there, after, what, only a minimum of 10 minutes of an aimlocker mass RDMer in the server? And don't try saying "You should punish him for RDM and not hacking" because we need to let him run to gather enough evidence
6. IF he comes back, only then is he banned. That's an IF. Most others just move on to another community after they see the disconnect message.

Why put your own playerbase through this torture to give opportunities to hackers?
Bumping for that reply specifically for higher ups
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TTT is broken. 6 years 2 months ago #825644

Svanzscape wrote:
EMP wrote:
LonelyDodo wrote:
CrankyBot wrote:
You do realise if we actually EVER gave you admins anticheat someone would inevitably abuse the fuck out of it because you'd get to see who is a traitor and who isn't. There is no way we'd let that happen and that's why it will never happen. There have been mistakes in the past where people think others are hacking when it is just pure skill.
That's why there's the hacking policy to prevent that.

So instead of allowing us to ban people who are obviously hacking (like the guy in video I showed) until further review you are saying we should give them up to 168 hours to ruin the game until someone MIGHT act up...... This seems like a solid system
You can always ban him for other rules hes broken? If hes going around just rdming ban him for RDM and have it extended to a perma in the meeting. I fail to see how someone would be able to ruin everyones experience while hacking but not break any other rules.

Can you tell me why are you so disgustingly lenient towards hackers? Why are you defending them and giving us obstacles to punish them?

1. We can't handle it, we have to be little babies and ask the LT to come on and handle them
2. APPARENTLY WHAT DODO SHOWED IS NOT PROOF ENOUGH
3. The policy is to KICK and then ban? Are you kidding me?

What's. The. Deal.? Do you WANT hackers? Why are there so many stupid steps and retarded ass backward policies?

If you give us a normal explanation, sure, but this dumb shit is hard to explain rationally.

You give them A TON of unneeded chances to stop hacking.

I've recently banned a person who was hacking - he used aimlock and some sort of spinbot, killed over 10 people and made 8 reports. In each report, he spammed "citizenhack", admitting to his cheats. After I ban him, I get in trouble from a TTT super admin, saying I'm breaking policies.

It was more than obvious he was cheating. He was admitting to cheats. He didn't regret them, because after his slay for "Mass RDM", He said "Fuck, I can't kill all of you anymore because of my karma".

Why do you give them SO MANY CHANCES? They are spinbotting, or aimlocking without hiding it, yet your retarded policies make it so they get loopholes and shortcuts to not being punished.

In most other communities, they would've been long gone, after which, they just move to another server they can terrorise, it doesn't matter to them.

Here, we need to:
1. See that they're hacking, as dodo did.
2. Gather enough evidence to support his claims.
3. Contact a LEAD TEAM MEMBER, which in itself, good luck with that
3.1 - That completely ruins workflow for the attending staff members
4. He has to come on, and check his anti-cheats to gather enough evidence
5. KICK him and sit there and wait until he comes back (most instances end there, after, what, only a minimum of 10 minutes of an aimlocker mass RDMer in the server? And don't try saying "You should punish him for RDM and not hacking" because we need to let him run to gather enough evidence
6. IF he comes back, only then is he banned. That's an IF. Most others just move on to another community after they see the disconnect message.

Why put your own playerbase through this torture to give opportunities to hackers?

Bumping for that reply specifically for higher ups
One of the arguments I've heard before, which does actually make some sense, is that instantly banning hackers does not mean that they'll stop. The moment you ban a hacker when they've just joined the server and they get permabanned they won't go "Oh, I'll just go to another server then." Instead they'll, or so I hear, use alternate accounts to ban evade. This causes an entirely seperate issue where the people you're banning are not even the actual hackers. Though, maybe, I misunderstood the point - so don't take it from me. However, something I did say on another post as well, this policy was made up by people that have over 10 years of managing Gmod communities. Regardless of how much other people might think they know what to do, it is a fact that we do not have the same experience as the people that have come up with this system.
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TTT is broken. 6 years 2 months ago #826144

Raeker wrote:
Svanzscape wrote:
EMP wrote:
LonelyDodo wrote:
CrankyBot wrote:
You do realise if we actually EVER gave you admins anticheat someone would inevitably abuse the fuck out of it because you'd get to see who is a traitor and who isn't. There is no way we'd let that happen and that's why it will never happen. There have been mistakes in the past where people think others are hacking when it is just pure skill.
That's why there's the hacking policy to prevent that.

So instead of allowing us to ban people who are obviously hacking (like the guy in video I showed) until further review you are saying we should give them up to 168 hours to ruin the game until someone MIGHT act up...... This seems like a solid system
You can always ban him for other rules hes broken? If hes going around just rdming ban him for RDM and have it extended to a perma in the meeting. I fail to see how someone would be able to ruin everyones experience while hacking but not break any other rules.

Can you tell me why are you so disgustingly lenient towards hackers? Why are you defending them and giving us obstacles to punish them?

1. We can't handle it, we have to be little babies and ask the LT to come on and handle them
2. APPARENTLY WHAT DODO SHOWED IS NOT PROOF ENOUGH
3. The policy is to KICK and then ban? Are you kidding me?

What's. The. Deal.? Do you WANT hackers? Why are there so many stupid steps and retarded ass backward policies?

If you give us a normal explanation, sure, but this dumb shit is hard to explain rationally.

You give them A TON of unneeded chances to stop hacking.

I've recently banned a person who was hacking - he used aimlock and some sort of spinbot, killed over 10 people and made 8 reports. In each report, he spammed "citizenhack", admitting to his cheats. After I ban him, I get in trouble from a TTT super admin, saying I'm breaking policies.

It was more than obvious he was cheating. He was admitting to cheats. He didn't regret them, because after his slay for "Mass RDM", He said "Fuck, I can't kill all of you anymore because of my karma".

Why do you give them SO MANY CHANCES? They are spinbotting, or aimlocking without hiding it, yet your retarded policies make it so they get loopholes and shortcuts to not being punished.

In most other communities, they would've been long gone, after which, they just move to another server they can terrorise, it doesn't matter to them.

Here, we need to:
1. See that they're hacking, as dodo did.
2. Gather enough evidence to support his claims.
3. Contact a LEAD TEAM MEMBER, which in itself, good luck with that
3.1 - That completely ruins workflow for the attending staff members
4. He has to come on, and check his anti-cheats to gather enough evidence
5. KICK him and sit there and wait until he comes back (most instances end there, after, what, only a minimum of 10 minutes of an aimlocker mass RDMer in the server? And don't try saying "You should punish him for RDM and not hacking" because we need to let him run to gather enough evidence
6. IF he comes back, only then is he banned. That's an IF. Most others just move on to another community after they see the disconnect message.

Why put your own playerbase through this torture to give opportunities to hackers?

Bumping for that reply specifically for higher ups
One of the arguments I've heard before, which does actually make some sense, is that instantly banning hackers does not mean that they'll stop. The moment you ban a hacker when they've just joined the server and they get permabanned they won't go "Oh, I'll just go to another server then." Instead they'll, or so I hear, use alternate accounts to ban evade. This causes an entirely seperate issue where the people you're banning are not even the actual hackers. Though, maybe, I misunderstood the point - so don't take it from me. However, something I did say on another post as well, this policy was made up by people that have over 10 years of managing Gmod communities. Regardless of how much other people might think they know what to do, it is a fact that we do not have the same experience as the people that have come up with this system.

So, letting them stay for a few rounds and keep hacking is a better alternative? Than banning more than 1 of his accounts?

As for the experience, a number of years tells me nothing when I see a dumb way of dealing with things. Remember, it's not you or them that have to deal with hackers. For you, its my message and then you come and check if he actually cheats. But for me, or other active staff, its countless rounds letting a hacker go and many instances where i see them actually get away with it. People who spend 2 hours a day or more are the ones that suffer. Not the people who sit in TS and just have "owner" as their badge.
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TTT is broken. 6 years 2 months ago #826170

Raeker wrote:
Svanzscape wrote:
EMP wrote:
LonelyDodo wrote:
CrankyBot wrote:
You do realise if we actually EVER gave you admins anticheat someone would inevitably abuse the fuck out of it because you'd get to see who is a traitor and who isn't. There is no way we'd let that happen and that's why it will never happen. There have been mistakes in the past where people think others are hacking when it is just pure skill.
That's why there's the hacking policy to prevent that.

So instead of allowing us to ban people who are obviously hacking (like the guy in video I showed) until further review you are saying we should give them up to 168 hours to ruin the game until someone MIGHT act up...... This seems like a solid system
You can always ban him for other rules hes broken? If hes going around just rdming ban him for RDM and have it extended to a perma in the meeting. I fail to see how someone would be able to ruin everyones experience while hacking but not break any other rules.

Can you tell me why are you so disgustingly lenient towards hackers? Why are you defending them and giving us obstacles to punish them?

1. We can't handle it, we have to be little babies and ask the LT to come on and handle them
2. APPARENTLY WHAT DODO SHOWED IS NOT PROOF ENOUGH
3. The policy is to KICK and then ban? Are you kidding me?

What's. The. Deal.? Do you WANT hackers? Why are there so many stupid steps and retarded ass backward policies?

If you give us a normal explanation, sure, but this dumb shit is hard to explain rationally.

You give them A TON of unneeded chances to stop hacking.

I've recently banned a person who was hacking - he used aimlock and some sort of spinbot, killed over 10 people and made 8 reports. In each report, he spammed "citizenhack", admitting to his cheats. After I ban him, I get in trouble from a TTT super admin, saying I'm breaking policies.

It was more than obvious he was cheating. He was admitting to cheats. He didn't regret them, because after his slay for "Mass RDM", He said "Fuck, I can't kill all of you anymore because of my karma".

Why do you give them SO MANY CHANCES? They are spinbotting, or aimlocking without hiding it, yet your retarded policies make it so they get loopholes and shortcuts to not being punished.

In most other communities, they would've been long gone, after which, they just move to another server they can terrorise, it doesn't matter to them.

Here, we need to:
1. See that they're hacking, as dodo did.
2. Gather enough evidence to support his claims.
3. Contact a LEAD TEAM MEMBER, which in itself, good luck with that
3.1 - That completely ruins workflow for the attending staff members
4. He has to come on, and check his anti-cheats to gather enough evidence
5. KICK him and sit there and wait until he comes back (most instances end there, after, what, only a minimum of 10 minutes of an aimlocker mass RDMer in the server? And don't try saying "You should punish him for RDM and not hacking" because we need to let him run to gather enough evidence
6. IF he comes back, only then is he banned. That's an IF. Most others just move on to another community after they see the disconnect message.

Why put your own playerbase through this torture to give opportunities to hackers?

Bumping for that reply specifically for higher ups
One of the arguments I've heard before, which does actually make some sense, is that instantly banning hackers does not mean that they'll stop. The moment you ban a hacker when they've just joined the server and they get permabanned they won't go "Oh, I'll just go to another server then." Instead they'll, or so I hear, use alternate accounts to ban evade. This causes an entirely seperate issue where the people you're banning are not even the actual hackers. Though, maybe, I misunderstood the point - so don't take it from me. However, something I did say on another post as well, this policy was made up by people that have over 10 years of managing Gmod communities. Regardless of how much other people might think they know what to do, it is a fact that we do not have the same experience as the people that have come up with this system.
Thing is that would only happen if for some reason they'd want to target ZARP specifically in which case banning them is not among the worst choices to take. Gmod isn't a free game though it's not expensive either. In most cases of they'd get banned they'd hop onto another server easier to target.
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TTT is broken. 6 years 2 months ago #826264

Vakarian wrote:
Raeker wrote:
Svanzscape wrote:
EMP wrote:
LonelyDodo wrote:
CrankyBot wrote:
You do realise if we actually EVER gave you admins anticheat someone would inevitably abuse the fuck out of it because you'd get to see who is a traitor and who isn't. There is no way we'd let that happen and that's why it will never happen. There have been mistakes in the past where people think others are hacking when it is just pure skill.
That's why there's the hacking policy to prevent that.

So instead of allowing us to ban people who are obviously hacking (like the guy in video I showed) until further review you are saying we should give them up to 168 hours to ruin the game until someone MIGHT act up...... This seems like a solid system
You can always ban him for other rules hes broken? If hes going around just rdming ban him for RDM and have it extended to a perma in the meeting. I fail to see how someone would be able to ruin everyones experience while hacking but not break any other rules.

Can you tell me why are you so disgustingly lenient towards hackers? Why are you defending them and giving us obstacles to punish them?

1. We can't handle it, we have to be little babies and ask the LT to come on and handle them
2. APPARENTLY WHAT DODO SHOWED IS NOT PROOF ENOUGH
3. The policy is to KICK and then ban? Are you kidding me?

What's. The. Deal.? Do you WANT hackers? Why are there so many stupid steps and retarded ass backward policies?

If you give us a normal explanation, sure, but this dumb shit is hard to explain rationally.

You give them A TON of unneeded chances to stop hacking.

I've recently banned a person who was hacking - he used aimlock and some sort of spinbot, killed over 10 people and made 8 reports. In each report, he spammed "citizenhack", admitting to his cheats. After I ban him, I get in trouble from a TTT super admin, saying I'm breaking policies.

It was more than obvious he was cheating. He was admitting to cheats. He didn't regret them, because after his slay for "Mass RDM", He said "Fuck, I can't kill all of you anymore because of my karma".

Why do you give them SO MANY CHANCES? They are spinbotting, or aimlocking without hiding it, yet your retarded policies make it so they get loopholes and shortcuts to not being punished.

In most other communities, they would've been long gone, after which, they just move to another server they can terrorise, it doesn't matter to them.

Here, we need to:
1. See that they're hacking, as dodo did.
2. Gather enough evidence to support his claims.
3. Contact a LEAD TEAM MEMBER, which in itself, good luck with that
3.1 - That completely ruins workflow for the attending staff members
4. He has to come on, and check his anti-cheats to gather enough evidence
5. KICK him and sit there and wait until he comes back (most instances end there, after, what, only a minimum of 10 minutes of an aimlocker mass RDMer in the server? And don't try saying "You should punish him for RDM and not hacking" because we need to let him run to gather enough evidence
6. IF he comes back, only then is he banned. That's an IF. Most others just move on to another community after they see the disconnect message.

Why put your own playerbase through this torture to give opportunities to hackers?

Bumping for that reply specifically for higher ups
One of the arguments I've heard before, which does actually make some sense, is that instantly banning hackers does not mean that they'll stop. The moment you ban a hacker when they've just joined the server and they get permabanned they won't go "Oh, I'll just go to another server then." Instead they'll, or so I hear, use alternate accounts to ban evade. This causes an entirely seperate issue where the people you're banning are not even the actual hackers. Though, maybe, I misunderstood the point - so don't take it from me. However, something I did say on another post as well, this policy was made up by people that have over 10 years of managing Gmod communities. Regardless of how much other people might think they know what to do, it is a fact that we do not have the same experience as the people that have come up with this system.
Thing is that would only happen if for some reason they'd want to target ZARP specifically in which case banning them is not among the worst choices to take. Gmod isn't a free game though it's not expensive either. In most cases of they'd get banned they'd hop onto another server easier to target.

holy shit this has became a shitfest but They have a point dodo admins should not receive anti cheat as it is fairly easy to get admin which for some people can take around 3 weeks or even 2, then they can just simply abuse it
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