NA FACEIT players; if you've been having a rough experience with servers/connection please hit me up here. (Especially if playing from the west coast) thanks !
NA FACEIT players; if you've been having a rough experience with servers/connection please hit me up here. (Especially if playing from the west coast) thanks !
Genuinely - what "lie" are you referring to exactly? We are in the process of writing a more technical blog post to share more transparently they way we are thinking and operating within our AC effort - I would love to know more what is the exact concern/challenge you are sharing here
You need to design a piece of hardware capable of behaving perfectly as it supposed to behave while doing something else; which is something very complicated to accomplish which is the reason why AC have been detecting these type of cheats since a while. IOMMU is recent and definitely very strong upgrade in terms of protection - however detecting DMA w/o IOMMU is not a "claim" is something technically achievable every time a device based cheat is not perfectly designed (like any other type of cheats)
I genuinely don't know the exact answer i.e. whether we are actively triggering an ID Verification (IDV) based on absolute stats value only and I'm happy to share this internally if you have an account to pass over.
What I can say is that the system of triggers to enforce IDV we have today is far from being completed. Since last November, we significantly expanded the amount of information we use for "fingerprinting" players, but we also need to observe patterns for some time to make our data strategy for identifying suspicious accounts stronger while avoiding false positives before pushing live all the enforcement at scale = we need to leave some "gates" open for some time if that makes sense.
This is also true for the actual IDV process, which today can still be abused in certain instances (i.e., verified accounts being bought online). On both topics, I think we are not far from releasing a first set of updates.
fair point but since the correlation we have between matches being streamed VS ddoss attacks - we tend to assume is someone having "fun" in attacking and watching players experiencing issues; but you are obviously right and it was misleading for me saying the attacker definetely snipped the IP from the streamer view compared to other scenarios mb
@TheWetBreade@FraqKTR@FACEIT@FACEITcs luckily its not the case but there is definetely an higher ratio compared vs matches played (compared to EU for example) and whenever a "match" is attacked unfortunately its likely you have another 50-80 players impacted while playing on the same machine if that makes sense
Hey, no worries at all — totally fair question. Datacenters have DDoS protection which are tuned to detect some type of data attack (type of packet and size etc etc) in this case the attack manages to stay under radar from those thresholds/detections while still being effective enough to degrade the experience. The tricky part is when the server IP is exposed the attackers can bypass protections by targeting the match directly with low-scale specific attacks like in this case. It’s 100% still super frustrating from an UX standpoint and we should work with the datacenter to add this detection. Regardless the most effective thing would be stop exposing the IP in full. Hope it makes more sense
I have reviewed some available public posts and complaints about the freezing and lag issues you described, where all players are impacted simultaneously. These are all DDOSS where sometimes the incoming traffic triggers a DDoS alert. In other instances, as shown in the image, a DDoS attack is significant enough to disrupt gameplay but not large enough to trigger an alert. Since many public clips of these issues come from streamed matches, make these matches/machines more likely to be targeted by malicious traffic. To address this, i guess we should consider moving some competitions to a client-based user flow that masks IP addresses completely from the UI