Itwould be amazing for an update on the Anticheat. I think the Hive is losing players because hackers are genuinely annoying. And I mean in every game. EVERY SINGLE ONE. So if you guys update the Anticheat, It would be good for the Hive and their players!
The Hive has always stated that their anticheat is being worked on everyday. They do not disclose this information (for fair reason). Also, hacked clients also evolve as the anti-cheat does so it will never be truly possible to eliminate 100% of hackers.
The game, in mid raid, pops up this message: "Anticheat connection failed. Please restart the game" and kick me out of it. This has never happend to me before, it just started in this 0.13 patch. I already tried to solved it with running the game as administrator, turn off my antivirus, uninstalling and instaling the game and nothing can solve the problem, its annoying because every raid online (100% of the times) the messages pop ups and kick me out of my game. Any solutions or guidance?
This keeps happening to me and also my mate since yesterday, regardless of the map or of playing as a Scav or PMC. The game is unplayable for us by now. This is very frustrating. BSG, any tips/workarounds? We already tried the following:
- clean up our cache
- turned off antivirus and windows firewall
- running the game .exe, the battleeye.exe and the tarkov_BE.exe in admin mode
- checking the integrity of the game files every time before I start the game
- deleting battleeye forcing it to reinstall
- reinstalling the game
Each patch I have a new issue. Now this is the current one ever since this morning's patching 0.13.
I've read so much about this game and tech issues; I'm getting to the point where I just cringe. I get it, I fell for the hype, now I struggle to even get the game to run, and I am starting to resent and not trust streamers plugging this game, when it's riddled with issues, and it seems like the devs only listen to those who are plugging them. Sorry I can't even get your game to run, let alone see invisible people.
I either get the "anticheat connection failed" and when I get that I can reconnect back in. Other times I get the "server connection lost." error and can't load back into the game because it disconnects me instantly.
Yeah, it's the same for my mate and me. To the folks that read this thread, who have the same issue: Please create a support ticket reporting the error. The more people do it, the higher the chances BSG does something about it.
Yeah... What I also noticed is, I can reconnect one single time after "anticheat connection failed". When this error appears the second time and kicks me off the server, I always get "server connection lost" a second after I spawn in and am not able to reconnect from that point. I've never had errors like these before.
Are there any BSG staff members, who read this? Why is nobody answering? Don't you hire people for community management? Some intel about what is causing this issue would be greatly appreciated.
I have exactly the same symptoms as you Schmorf. I can reconnect after the first connection lost. On the second connection lost, the message will just change to "server connection lost" as soon as I try to join the raid. It sort of loads, hiccups for a second, then bam server connection lost.
I tried this, booted into clean mode, started tarkov which popped up a battleye window doing some "fixes", played a scav, then rebooted into normal windows mode. I have so far no longer been disconnected from my raids, fingers crossed this was the fix.
I gave this a try and booted into clean mode as it is described on the microsoft support page. When I started EFT, BattleEye repaired the install so I was hopeful. After 10 minutes in raid I got disconnected -> "anticheat connection failed".
Unfortunately this is not the fix. I would really like to play this wipe, but I can't.
Okay, I figured it out:
SOPHOS ANTIVIRUS (Home) is interfering wirh the game. I don't know wich functionality it is in particular, but when I disable EVERY protectional functions in the Sophos dashboard, I can play raids without disconnecting. BSG support was sort of helpful, but they close the tickets too early, so that I'm not able to keep the communication with them intact.
EA anti-cheat is a kernel-mode anti-cheat and anti-tamper solution developed in-house at Electronic Arts. PC cheat developers have increasingly moved into the kernel, so we need to have kernel-mode protections to ensure fair play and tackle PC cheat developers on an even playing field.
As tech-inclined video gamers ourselves, it is important to us to make sure that any kernel anti-cheat included in our games acts with a strong focus on the privacy and security of our gamers that use a PC.
This varies on a game-by-game basis. For games that are highly competitive and contain many online modes like FIFA 23, kernel-mode protection is absolutely vital. When cheat programs operate in kernel space, they can make their cheat functionally invisible to anti-cheat solutions that live in user-mode. Unfortunately, the last few years have seen a large increase in cheats and cheat techniques operating in kernel-mode, so the only reliable way to detect and block these is to have our anti-cheat operate there as well.
Cheat developers use single player game modes to reverse-engineer a game, or experiment with tampered game files to help them develop a cheat then bring those alterations back into online multiplayer game modes. In addition to preventing active cheating during online play, EA anticheat also prevents cheat developers from using single player modes in these ways. Protecting single player game modes is necessary to hamper cheat development.
For the information that EA anticheat does collect, we strive to maintain privacy where possible through a cryptographic process called hashing to create unique identifiers and discard the original information.
Our Game Security & Anti-Cheat team is composed of some of the best security engineers in the world, and we are passionate about ensuring that our software does not cause any security vulnerabilities. Our anti-cheat engineering team performs daily testing and we continuously run security and penetration tests against EA anticheat internally.
I've been pretty good at catching cheaters for a long while now. I originally started learning about how to spot cheaters and exploiters and whatever else in tf2 a couple weeks after i played on my first steel highlander team with Miggy, god bless him. He at the time was developing an anticheat plugin called "IntegriTF2", which he claimed (correctly!) would catch some cheaters.
Fast forward to a few months ago, I began to write a small sourcemod plugin that checked players' interp and other basic net settings, forked off IntegriTF2, to make sure that they weren't exploiting or cheating for RGL, as I was at that time a part of their anticheat team. As I went on, eventually splitting with RGL, it began to become more of a full blown anticheat as opposed to a smallish one-off sorta deal.
By preventing cheats, you introduce more talented people to make better cheats to circumvent those securities. By making yours open source, you allow people to people to see how it works, meaning that there's 2 outcomes:
Having the source code is more like having the blueprints to a lock than the keys. If the lock is a bad lock, then having the blueprints will make it easier for an attacker to bypass it, but if it is a good lock, it doesn't matter whether the attacker has the blueprints or not. Hiding the implentation behind layers of obfuscation is called security through obscurity and is generally considered a bad practice as it allows security flaws to stay present for longer than if the implementation could openly be scrutinised by everyone. Not only malicious hackers can look at the source code and find flaws in the code, anyone can.
As for the open-source discussion. Companies defintely don't frequently develop open-sourced software compared to how often they develop proprietary software. Almost all software I have installed on my computer is proprietary software. The reason for this is simply to make more money and prevent theft of code, not to enhance the security.
TLDR, checks clients to make sure they're not repeating usercmds or sending them out of order, and that alone filters out 99% of ppl with shitty internet. checks if any angles are 0.0, and checks approximate client command rate after that, just in case.
Yeah I agree the way banning turnbinds is handled is kinda dumb. Some people with really low sens use turnbinds when strafing and turnbinds in general are cool. Banning it based on seconds spent turning is dumb. Couldn't you instead put a limit on yawspeed? As I understand the whole point of the rule against it is that you can make a +right yawspeed 99999 bind that makes you very hard to hit on sniper
Honestly, the logic for turnbinds has remained basically unchanged in the plugin since 2019, when I was making StAC as a plugin to be run on all RGL servers, because RGL has a rule against it. It currently has no checks for yawspeed or anything else, but that could definitely be implemented, because I agree that there's no reason to blanket ban all turn inputs - which is why it's defaulted to never even check for them unless explicitly set with the cvar.
Technically yes, in regards to usercmd differences, but practically no. StAC has a check for spinbotting, but it (almost) never detects on legit players (unless they're using weird gamepads/stylus touchpads etc) because it only checks for exact repeated angle differences. I'm not exactly sure how to fix or check for that outside of kicking people with ultra high sens, but then you could just turn your dpi up to a million and do the same thing.
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