So some smartass released a new version of that awful cheat that pushes ingame stats to 99 and is not visible to your opponent.
He released it as a 1 day free trial, then you have to pay to activate it. Unfortunately for him, I'm a better dev than he is, and he doesn't seem to know about obfuscation. So I decompiled the exe, and figured the part that does the activation, just replaced the expiration code by the confirmation one, and there you go, the code is valid forever. I've tested it in friendlies and it works fine.
Now I have several options :
1 - Release it for free, so at least the bastards who make money out of this would be out of business and less keen on updating it after new patches. But that still means there'll be an increase in cheaters this weekend.
2 - Find a way to counter it. To be honest, I've contacted EA several times already, I provided them with the source code, I even gave them ideas on how to patch it, but they don't seem interested. I thought there'd be a way to create a counter-cheat executable, that would force disconnection of your opponent, but that's very difficult, it requires a constant synchronisation to a third party database, that I would have to create and maintain, and also causes a big risk of honest people being banned.
3 - trojan horse it. That was my initial idea and the reason why I wanted this. I've already got more than 20 people asking me for the cracked exe, so I thought I could just inject some code that, at a given time, will do the DNF cheat, so if they use it in the weekend league they will get banned. But the problem with that approach is that it's a one off, once people start complaining about it, they'll just stop using the free version and go for the paid version again.
So I'm asking the PC community here, what do you guys think we should do? Also please don't ask me for the cracked version, I'm not helping people who pretend to be just curious. If you want it, just figure it out. It's the "testicle" (yes) cheat, and you just need .net reflector to decompile it, then look at the activator code.
PS: If anyone knows any contact, email address, twitter account, facebook page etc of actual human beings working on FIFA, please let us know, I will put together a complete tech report this weekend and share it so we can try and mass message them. PPS : RIP my inbox, both here and on the cheating forums. Also getting insulted in russian is funnier than I thought. UPDATE : Alright guys (and girls?), first of all thanks everyone for your input, I've read loads of very wise and helpful comments, it's great to feel that sense of community here. I'm sorry if I haven't replied to everyone yet, I'm getting a new email every 2-3 seconds and I can't really keep up while working at the same time.
Now some people have suggested I could actually be at risk here, and someone even compared this to Snowden's leaks. Guys, as much as I'd love being a hero, this is just a game. Snowden risked his life for a greater cause. I don't want to risk my job/life for a video game. So no I'm not going to release this tool publicly, simply because I don't want to be part of any illegal activity. I also won't sell it, as some people suggested, because my integrity is more important to me than some cash. I have been contacted by someone who's allegedly part of the EA team, and I've gathered some inside contact details, so I will put together a full report, and transfer it to them. I'll keep you guys updated, but that will be the end of my involvement in this. I hope you understand, I don't really want to end up being used as a target for EA's lawyers. Thanks again for your support.
UPDATE 2 : Got more messages from EA people so it looks like things are moving from ear to ear. Also the creator of that shit cheat has given up on selling it :
http://imgur.com/a/RzsuS So at least that's a first win.
Hello, I’m currently building a private server for a game(Marvel:Contest of Champions) which is an online server unity game. I have modded the assembly csharp.dll with net reflector however in my project I was wondering on how the Private Server would be constructed.
To my knowledge I believe that there is a connection between the client and the server, to which packets are transferred. For example after a fight, the fight data is transferred between the client and the server.
I was wondering on the Private Server and how to potentially construct one as I was thinking that once I have constructed a server that does not connect to the server that the players play in, I could reroute the data that the client sends to my own custom server and therefore gain access to all the data transferred.
For example: Game server-Client-my server-client- Game Server.
If I could require any assistance on how to construct a server and disconnect the game from the online server to a custom one. The plan is to build a custom server, connect the client to that server, and then integrate a modded APK into that server to ‘mod’ that server.
I’m currently doing a Computer Science degree and have knowledge of Unity Coding and I’m learning C# coding.
Thank you for reading this.