First of all, we’d like to say that Survarium network protocol prevents most cheats. All of the possible cheats may show information inherent to the client but doesn't visualize:
* Enemy player’s position * Enemy grenade position * Enemy trap position * Battery position
There are types of cheats which are simply not possible in our game: Speedhack, weapon modifications, Map modifications and physics laws modifications etc. Our current protection system prevents changing game executable and resources files but modern cheats work on a system of so called 'overlays', which means they do not need to inject into game's code or resources but just read memory of the game's processes.
There are 2 approaches in anti-cheat systems: Either work on the client’s side or work on the server side. Well known Anticheat systems like Punkbuster, VAC and others constantly examine memory of other processes on the client side. They have a database of the cheat signatures and try to find known signatures in the memory of the running processes. This approach has an advantage: if the Anticheat system identifies a known cheat signature the player may be banned instantly which means that they cannot not ruin game for other players.
However this approach has its disadvantages: * The need to have staff that constantly explores the Internet searching information about new cheats, purchase these cheats and add their signatures to the database. * If the cheat is private or its signature is not in the database yet, then clients, who use this cheat, may do so without any punishment * Already known cheats may change their code in such a way, that their signature changes, which leads to cheat database updates and makes searching among signatures much slower * Anticheat processes may conflict with antivirus processes * Anticheat processes must have enough privileges to inspect memory of other processes * Anticheat processes work on the client-side, therefore one can't exclude possibility, that the user may turn the Anticheat off and just send an 'ok' status to game server.
There is another approach: Check game clients on server side. Players use cheats to gain an advantage over other players, which they shouldn't have according to the game’s coded rules. So, theoretically speaking if the game server understands that the player performs actions on a regular basis, which he/she does “accidently” then this player may be suspected of cheating.
We have a so called 'replay' system in our game: every match may be reviewed from the camera of every player after the match is finished. Using this information our support team banned a lot of players, on which we received many complaints which were ultimately confirmed by reviewing replays.
At the moment we developed a version of our new Anticheat system which analyzes every player in every match (i.e. during match is playing) and collects “suspicious moments” After the match is finished and its replay is stored the server analyzes the logged suspicious moments and if it detects really actions which it cannot explain it creates ticket and sends it to our support team, describing the match id, the player id, the suspicious actions with the time and description of what exactly it found suspicious.
We checked our new system in one of the matches, in which our support team banned a player: The team found 4 game incidences, which they couldn’t explain, other than the player using cheats so user was banned. Our new anti-cheat system found all of these 4 moments.
First of all, we’d like to say that Survarium network protocol prevents most cheats. All of the possible cheats may show information inherent to the client but doesn't visualize:
* Enemy player’s position * Enemy grenade position * Enemy trap position * Battery position
There are types of cheats which are simply not possible in our game: Speedhack, weapon modifications, Map modifications and physics laws modifications etc. Our current protection system prevents changing game executable and resources files but modern cheats work on a system of so called 'overlays', which means they do not need to inject into game's code or resources but just read memory of the game's processes.
There are 2 approaches in anti-cheat systems: Either work on the client’s side or work on the server side. Well known Anticheat systems like Punkbuster, VAC and others constantly examine memory of other processes on the client side. They have a database of the cheat signatures and try to find known signatures in the memory of the running processes. This approach has an advantage: if the Anticheat system identifies a known cheat signature the player may be banned instantly which means that they cannot not ruin game for other players.
However this approach has its disadvantages: * The need to have staff that constantly explores the Internet searching information about new cheats, purchase these cheats and add their signatures to the database. * If the cheat is private or its signature is not in the database yet, then clients, who use this cheat, may do so without any punishment * Already known cheats may change their code in such a way, that their signature changes, which leads to cheat database updates and makes searching among signatures much slower * Anticheat processes may conflict with antivirus processes * Anticheat processes must have enough privileges to inspect memory of other processes * Anticheat processes work on the client-side, therefore one can't exclude possibility, that the user may turn the Anticheat off and just send an 'ok' status to game server.
There is another approach: Check game clients on server side. Players use cheats to gain an advantage over other players, which they shouldn't have according to the game’s coded rules. So, theoretically speaking if the game server understands that the player performs actions on a regular basis, which he/she does “accidently” then this player may be suspected of cheating.
We have a so called 'replay' system in our game: every match may be reviewed from the camera of every player after the match is finished. Using this information our support team banned a lot of players, on which we received many complaints which were ultimately confirmed by reviewing replays.
At the moment we developed a version of our new Anticheat system which analyzes every player in every match (i.e. during match is playing) and collects “suspicious moments” After the match is finished and its replay is stored the server analyzes the logged suspicious moments and if it detects really actions which it cannot explain it creates ticket and sends it to our support team, describing the match id, the player id, the suspicious actions with the time and description of what exactly it found suspicious.
We checked our new system in one of the matches, in which our support team banned a player: The team found 4 game incidences, which they couldn’t explain, other than the player using cheats so user was banned. Our new anti-cheat system found all of these 4 moments.
Days are becoming hotter and it means the end of Spring is near and Summer is on its way. We would invite you to spend this time on the battlefields of Survarium; a FREE Premium account will help you to achieve some impressive results! Our campaign will begin on May 27 2015 at 12:00 GMT+3 and will last exactly one day (24 hours) Players who, at the time of the campaign have an active premium account will receive one additional day. During this time, all players will have an active Premium account.
We’d like to remind you that using a Premium account helps to make your stay in the world of Survarium a more comfortable: experience, income and reputation gain are 50% faster and your character unlocks an additional equipment profile!
Lastly, we would like to announce that due to technical problems on the game servers last Saturday (23 May 2015), all players who had an active premium account at that time have been compensated with an additional 24 hours as compensation.
Days are becoming hotter and it means the end of Spring is near and Summer is on its way. We would invite you to spend this time on the battlefields of Survarium; a FREE Premium account will help you to achieve some impressive results! Our campaign will begin on May 27 2015 at 12:00 GMT+3 and will last exactly one day (24 hours) Players who, at the time of the campaign have an active premium account will receive one additional day. During this time, all players will have an active Premium account.
We’d like to remind you that using a Premium account helps to make your stay in the world of Survarium a more comfortable: experience, income and reputation gain are 50% faster and your character unlocks an additional equipment profile!
Lastly, we would like to announce that due to technical problems on the game servers last Saturday (23 May 2015), all players who had an active premium account at that time have been compensated with an additional 24 hours as compensation.
1) Will there be more kinds of traps? More and more weapons are implemented, but no other trap in sight yet. Yes, we plan to add new ones to the game.
2) Will the ability "jump with a knife" be implemented soon? Yes. We’ve planned to add it in one of the future updates.
3) Why were the SKS (SCS) and the SOK nerfed so much? They don’t compare to the assault rifles in the least. They are unusable at the moment; the 5.45 weapons do much more damage with 45 damage and with a smaller bullet. I believe that it was the most balanced when they were at 60 and 55 damage. Will it ever return to that? We constantly tweak weapon characteristics to find the best balance, given the weapon tier, its type and the in-game stats we’ve collected based on the matches played. We need to ensure the entire weapon range in the game is balanced out, ultimately.
4) How will Freeplay affect leveling faction reputation and character progress? Not ready to answer that one in yet.
5) What is the vision for future premium weapons? There is none as we don’t plan to add any new premium weapons at this point.
6) Will the player be able to swim? We have no plans for that.
7) Do you have an ETA for the next video diary? We are going to create one and dedicate it to a major new game feature in development. At this time we don’t have an ETA yet, but we miss those good old video diary days too. So we want to record one soon.
8) Are we going to get some screenshots of your development progress? We would really appreciate it if we got some screenshots every week. Even if they are a work in progress; something is still better than nothing. We’ll consider this idea and see what we can do, thanks!
9) I've noticed that more and more modern weaponry is being added. Any idea if WW II or Cold War era weapons are going to be added any time soon? For sure! Especially when we get to add new in-game factions.
10) You have recently been talking about improving the ability to roam between regions. Does this mean we will be able to keep, for example, our friends’ list and clan membership when trying to move to a different region? Yes, the plan is you keep your friends and clan membership regardless which region you want to play in at the moment.
1) Will there be more kinds of traps? More and more weapons are implemented, but no other trap in sight yet. Yes, we plan to add new ones to the game.
2) Will the ability "jump with a knife" be implemented soon? Yes. We’ve planned to add it in one of the future updates.
3) Why were the SKS (SCS) and the SOK nerfed so much? They don’t compare to the assault rifles in the least. They are unusable at the moment; the 5.45 weapons do much more damage with 45 damage and with a smaller bullet. I believe that it was the most balanced when they were at 60 and 55 damage. Will it ever return to that? We constantly tweak weapon characteristics to find the best balance, given the weapon tier, its type and the in-game stats we’ve collected based on the matches played. We need to ensure the entire weapon range in the game is balanced out, ultimately.
4) How will Freeplay affect leveling faction reputation and character progress? Not ready to answer that one in yet.
5) What is the vision for future premium weapons? There is none as we don’t plan to add any new premium weapons at this point.
6) Will the player be able to swim? We have no plans for that.
7) Do you have an ETA for the next video diary? We are going to create one and dedicate it to a major new game feature in development. At this time we don’t have an ETA yet, but we miss those good old video diary days too. So we want to record one soon.
8) Are we going to get some screenshots of your development progress? We would really appreciate it if we got some screenshots every week. Even if they are a work in progress; something is still better than nothing. We’ll consider this idea and see what we can do, thanks!
9) I've noticed that more and more modern weaponry is being added. Any idea if WW II or Cold War era weapons are going to be added any time soon? For sure! Especially when we get to add new in-game factions.
10) You have recently been talking about improving the ability to roam between regions. Does this mean we will be able to keep, for example, our friends’ list and clan membership when trying to move to a different region? Yes, the plan is you keep your friends and clan membership regardless which region you want to play in at the moment.
We are constantly on a quest for improvements in the Matchmaking system. In this regard, as an experiment, today we will increase the speed of Matchmaking for one week (as an experiment) to implement a more rapid expansion in the range of acceptable levels. This will increase the search speed of players in battle, but also it will increase the number of players with equipment above or below your level. These changes will affect only the PvP game mode. We will monitor the results of this experiment and draw conclusions about further steps in this direction.
We are constantly on a quest for improvements in the Matchmaking system. In this regard, as an experiment, today we will increase the speed of Matchmaking for one week (as an experiment) to implement a more rapid expansion in the range of acceptable levels. This will increase the search speed of players in battle, but also it will increase the number of players with equipment above or below your level. These changes will affect only the PvP game mode. We will monitor the results of this experiment and draw conclusions about further steps in this direction.
We are constantly on a quest for improvements in the Matchmaking system. In this regard, as an experiment, today we will increase the speed of Matchmaking for one week (as an experiment) to implement a more rapid expansion in the range of acceptable levels. This will increase the search speed of players in battle, but also it will increase the number of players with equipment above or below your level. These changes will affect only the PvP game mode. We will monitor the results of this experiment and draw conclusions about further steps in this direction. We invite you to actively participate in testing, please also give your impressions on the game forum.
We are constantly on a quest for improvements in the Matchmaking system. In this regard, as an experiment, today we will increase the speed of Matchmaking for one week (as an experiment) to implement a more rapid expansion in the range of acceptable levels. This will increase the search speed of players in battle, but also it will increase the number of players with equipment above or below your level. These changes will affect only the PvP game mode. We will monitor the results of this experiment and draw conclusions about further steps in this direction. We invite you to actively participate in testing, please also give your impressions on the game forum.