He's saying that you should send them a link or some other code every so often 
via email that they must enter in steam, so it'd be more of a hassle to use 
throw away email accounts (especially the one time / 24 hours use ones).



On Tue, Sep 06, 2011 at 12:48:25AM +0000, Jon Lippincott wrote:
> Hi Mart-Jan,
> 
> Will you clarify this bit for me?  I'm not sure I follow:
> 
>    > Add a requirement of entering once every day (2?) the code on a F2P 
> empty (no bought games) account will prevent them using trow-away email 
> addresses. And F2P game being active after X time (2 days?) of creation of 
> the account (+ being online over 4 hours or w/e, one needs to download the 
> game, right?).. hmmz, that would help in the previous prevention of throw 
> away mail addresses.
> 
> -Jon
> 
> -----Original Message-----
> From: [email protected] 
> [mailto:[email protected]] On Behalf Of Mart-Jan 
> Reeuwijk
> Sent: Wednesday, August 31, 2011 7:28 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
> 
> +1 on Neph
> 
> I wonder if a such hardware hashed ID could be send along with a steam ID, so 
> servers could ban on those. Too much evasions lately with F2P via proxies, 
> imo any form of blocking proxy/vpn usage would recieve my cheers. I 
> understand that that might hinder ppl that run steam on their work etc.
> 
> Another thing that might be an idea, is to limit empty accounts in a way (ie: 
> no games bought on them). That they only can start playing the game after x 
> time of creation, or at least have some game bought/regged on it (above a 
> certain price, not for a 1 digit dollar/euro game). A vac ban on those 
> accounts would hinder them more, cos they have something that is bought on 
> it. Or let them do some time consuming requirements (ever rotating, otherwise 
> they automate that) before they can play on regular servers.
> 
> One other thing, why not having a automatic ban feedback from the 
> servers to Valve, esp with F2P accounts that would be interesting I 
> guess, for valve then having a monitoring tool for F2P accounts that are
>  being banned over and over, and they have ultimate resources to see 
> whom those are and who are linked to it. 
> 
> If they have also a requirement on steamguard enabled would be a nice one to 
> combine bans + steamguard linked emails / the ID's they bind accounts to for 
> steamguard etc. With the right query they can make a nice linkage of alt F2P 
> accounts. Add a requirement of entering once every day (2?) the code on a F2P 
> empty (no bought games) account will prevent them using trow-away email 
> addresses. And F2P game being active after X time (2 days?) of creation of 
> the account (+ being online over 4 hours or w/e, one needs to download the 
> game, right?).. hmmz, that would help in the previous prevention of throw 
> away mail addresses.
> 
> Simply: make them work for it. They are already too lazy to aim themselves... 
> work sound like a very good thing to get 'm at bay.
> 
> As for namechangers, a simple SM plugin should be able to deal with those, 
> just autoban for more then x name changes per x time.? Say 3 changes per 5 
> minutes and a 30 min ban added. I rarely encounter anybody (legit) that wants 
> to change his name anyway when on the server. Later with a complaint of 
> hacking a perm can be made of it. Personally I would advertize its 3 name 
> changes per 6 minutes, but in reality its per 4, to get those that want to 
> try it out etc.
> 
> 
> For wallhacks, I always understood its 2 possible ways, one was via hacked 
> skins(I tho mostly solved some time ago in a update?), which can be blocked 
> by having walls etc adjusted, the other via entities in adjecent rooms being 
> send, with anti-cheat blockers having downsides that they show the enemy a 
> fraction after they are actually should be seen etc. Others might be better 
> in getting a solution on that. I can see a load of problems with any solution 
> for it, with distance differences to the corner (one being close, the other 
> far, like 2fort balcony sniper vs sniper).
> 
> One I encounter  sometimes, that so far isn't mentioned, is a so called 
> "clickbot". It's "clicking" the button if its crosshair on the head. 
> Sometimes quite obvious with impossible shots. Its incredibly hard to upheld 
> such ban, even with long demo's and impossible shots etc. Shame I cannot find 
> the video back that shows 'm.
> 
> Final thing, if the VAC detection sees an old hack, I see no point in waiting 
> several weeks. I understand the wait on new ones, so development on them is 
> slowed down a lot, but old ones? letting 'm play for 2-3 weeks or w/e b4 
> banning 'm is only annoying and does imo nothing in slowing down development 
> of new hacks. Maybe an x hours or w/e tops. also, it should "taint" the other 
> accounts too on that machine.
> 
> I'm well aware that not everything can be addressed, hackers will find new 
> ways. I hope something above was helpful in the cause ;)
> 
> 
> >________________________________
> >From: David Schmieder <[email protected]>
> >To: Half-Life dedicated Linux server mailing list 
> ><[email protected]>
> >Sent: Thursday, 1 September 2011, 2:24
> >Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
> >
> >Definitely speedhackers are the most frequent with a mix of aimbotters and 
> >wallhackers thrown in
> >for good measure.? The name changers are especially annoying.
> >
> >
> >-----Original Message----- 
> >From: AJ Palkovic
> >Sent: Wednesday, August 31, 2011 5:10 PM
> >To: Half-Life dedicated Linux server mailing list
> >Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack?
> >
> >Another common problem is hackers who are repeatedly changing their name,
> >making it quite difficult to determine their steamid.? It would be nice to
> >rate limit name changes if possible.? For instance if someone changes their
> >name more than 4 times in 1 minute, they are blocked from changing their
> >name again for 10 minutes?
> >
> >On Wed, Aug 31, 2011 at 5:07 PM, John Schoenick 
> ><[email protected]>wrote:
> >
> >> Aimbotters and speedhackers are by far the most common, in that order.
> >> Aimbotters are rarely trying to hide what they're doing - they're often
> >> getting headshots as fast as they can fire while taunting people in chat.
> >>
> >> Speedhackers are very common too - a lot of these get detected by our
> >> anti-hack script, which has been averaging a ban per day since the F2P
> >> update.
> >>
> >> Wallhacks are hard, because there's no obvious giveaways if the player
> >> isn't being obvious, and most people who want to be obvious go the aimbot
> >> route. We get a few auto-detections of these per month from our anti-hack
> >> script, but the script is far from perfect, and I suspect there's a lot 
> >> more
> >> of them than anyone realizes.
> >>
> >> I should also note that most of our hacker bans in the last months have
> >> been free accounts with no friends, seemingly created just to go troll
> >> people. It would be rather sweet justice if some sort of hardware
> >> fingerprinting were to find and VAC their real accounts. That would be one
> >> hell of a deterrent.
> >>
> >> - Neph
> >>
> >>
> >> On 08/31/2011 02:39 PM, Jon Lippincott wrote:
> >>
> >>> I'd like to compile a list of the most common hacks/cheats you all are
> >>> seeing and see what measures we can take on game servers to help.? No
> >>> guarantees about when this will happen, but it would be great to get your
> >>> feedback so we can chip away at it at least.
> >>>
> >>> -Jon
> >>>
> >>>
> >>
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> >>
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