AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |
Back to Blog
Blackwake cheats1/25/2024 It's pretty much the social deduction equiv to wallhacking, if I were to symbolize it. Our issue is that we're sorta an online mystery game and can reveal who everyone is. the thing is though, we don't care if they hack free coins to get aesthetics (big deal - yea, could've earned the same amount by playing). > I've never tried and hopefully never will. O, you didn't store your data on dropbox? Should've went 100% cloud". That's like saying that Microsoft should say "well guys, nothing is hacker-proof, so we're gonna stop doing security updates and stop patching vulnerabilities. This is exactly what it is: a vulnerability that can be patched.ĮDIT: I'm 100% not affiliated with these guys, but I heard that Blackwake used to have the same issue to find out where other ships are, and this is apparently what they used: Nothing is unhackable - make it harder and not worth their while by patching exploits = win. Every update will re-garble, forcing hackers to start from scratch every time. No one would do it if you provide updates (which you should be providing, anyway). This one single thing will make it still hackable, just not worth hacking. Or saying that banks can be broken into "somehow", so they should just put all their cash on the counter. It's about making it "not worth" their time to do it. It's not about making it 100% hack proof. True, but 99% is good enough in most cases, otherwise that's like saying that Microsoft should just go, "well guys, nothing is hacker-proof, so we're gonna stop doing security updates and stop patching vulnerabilities. > At the end of the day, you have to realize that even IF you make a game 100% locally hack proof, "Loading." every few seconds after a click of something mundane. We have a LOT on the cloud, but it's tedious.Īlso, as for lag, Shadowverse is a good example of how everything is on the cloud. It's as if I packed up and went to Unreal for the same game - that's pretty much the same thing as porting everything to the cloud, either way. It's not just about lag - it's pretty much remaking your entire game. > I'm pretty sure that you can do a whole server-side game without lag. There's no "dll injection verification" that I'm aware of. > To get around this, you'd need a server verification system. You guys should partner with this dude, then you wouldn't require a 3rd party to fix this. On sale now for 50% off - I'm going to snag this. In our case, it was luckily a white hat.ĮDIT: I'm 100% not affiliated with these guys, but I heard that Blackwake used to have the same issue to find out where other ships are, and this is apparently what they used, according to the whiteguy guy (perhaps he chat with them): That "someone" would, of course, be a hacker. Patching in this single feature will make Unity clear from this exploit, as long as devs update their game every now and then. If this single dll was obfuscated, then every update would change the function names into something garbled, different every compile, pretty much making it "not worth it" to hackers. It could reveal personal info about your opponent like their email or possibly even more personal stuff, depending on if the developer stores secret keys client side (which is bad practice, but this exploit allows for it with ease). In other games, it could be revealing what cards your opponent has in a trading card game. In our case of a social deduction game, his 1 line of code creates an overlay revealing which person is which role. NET reflector or reflexil (2 examples of many) and then simply browse the code like anything else. In our case, it was luckily a white hat.Īssembly-CSharp.dll reveals compiled code.
0 Comments
Read More
Leave a Reply. |