Learn to playYou are talking about in Minecraft right? Also I use alts, I've been making cheats for games for a while I know how to get around bans. :/
Learn to playYou are talking about in Minecraft right? Also I use alts, I've been making cheats for games for a while I know how to get around bans. :/
I played the game for like 8 years before I started making cheats, I know how to play it just got boring.Learn to play
Mind explaining what will get abused and how? It's quite easy to stop any kind of abuse that would lead to major damage. Ban command? If you code the bot correctly, which isn't even hard to do at all - you can only allow people that have the ban perms on Discord, to be able to use the ban command. Similarly for the kick command, nicknaming command, so on and so forth. Also has an option to purge messages if necessary, an anti-spam function (Dyno is an example of a bot that has that function), a chat filter. Having a bot would make moderation so much easier, I don't see why you never had one. Even official Discord servers use them. They gave you an API for a reason - use it! You can even log every single deleted and edited message, in case something happens. Audit logs don't have that.having certain bots will just be abused to hell.
That's unfortunately how we need to deal with hackers. With CubeCraft being a large server, a cult following of hackers is also with us. People dedicate a lot of their time to creating a client which bypasses Sentinel, so there will be consistent influxes of hackers that will come up in your games. So, the best thing for people to do is to report them - it ensures that we can deal with them and any alternate accounts, but also allows us to find any trends with certain hack types to forward on. Any anti-cheat system is going to have flaws, but we can all work together to polish those flaws accordingly. c:
I think that was the best post I've seen in a long time.
But, lets talk about sentinel, the most controversial thing Cubecraft has ever had.
As you know I am a 1.8 player and I have seen thousands of hackers in cubecraft during the 5 years I have been playing on the server. I'd like to see the owners (Camezonda or Rubik) play for 20 minutes skywars on 1.8 to see what they think about the state of the anticheat/hackers why this is TIRED.
The truth is, it's so hard to fix this?
Sentinel is always being worked on, there's no doubt about this. ;PI'm not asking for them to say "oh hey we did this and patched this!" No I think most people wouldn't really care, what we want to know is what is currently happening with Sentinel. Is it being worked on? Only for Bedrock? Only for Java
Most effective anticheats are made in-house, such as Watchdog and Sentinel. But using opensource anticheats would be bad considering there are more clients that can bypass it, and we would need to wait for an update by them. However:Why don't they consider using parts of different anticheats that could be more effective?
I can understand this concern though. I can also understand why Management may not want to communicate a lot about certain checks being disabled (if they are, I don't know ;P ), so client developers can't abuse it.hing is, it's been some time since these Sentinel rants have happened and there's been barely to no communication from Management toward the community regarding the Sentinel situation.
I'm not saying abuse in moderation permissions, but rather random annoying commands. But you make a very valid point about it helping with moderation. Perhaps there could be one room where the bot can work in, and nowhere else so it's not abused in other rooms? I don't know how it'd work. :PMind explaining what will get abused and how? It's quite easy to stop any kind of abuse that would lead to major damage. Ban command? If you code the bot correctly, which isn't even hard to do at all - you can only allow people that have the ban perms on Discord, to be able to use the ban command. Similarly for the kick command, nicknaming command, so on and so forth. Also has an option to purge messages if necessary, an anti-spam function (Dyno is an example of a bot that has that function), a chat filter. Having a bot would make moderation so much easier, I don't see why you never had one. Even official Discord servers use them. They gave you an API for a reason - use it! You can even log every single deleted and edited message, in case something happens. Audit logs don't have that.
Alot of hackers already know how sentinel works, and what checks are disabled and enabled, so its doesnt really matter if management does or does not provide info about sentinelI can understand this concern though. I can also understand why Management may not want to communicate a lot about certain checks being disabled (if they are, I don't know ;P ), so client developers can't abuse it.
Then how come NCP is open source and its fly and nofall check hasnt been bypassed yet?But using opensource anticheats would be bad considering there are more clients that can bypass it, and we would need to wait for an update by them
yea sure u guys are...Sentinel is always being worked on, there's no doubt about this. ;P
Yeah, it's possible to make a "#bot-commands" channel, and then code the bot to only respond there.Perhaps there could be one room where the bot can work in, and nowhere else so it's not abused in other rooms? I don't know how it'd work. :p
Making harder punishments won't help the cheater problem, hackers will go on alts either way.I suggest harder punishments and stronger staff/community wall.
The idea is-People are going to follow the rules strictly and think more before breaking them.
Staff should receive a little bit more respect.Everyday random people blame them for their own faults but at the end of the day, they are here to help and to make the server better place, not to take undeserved criticism.
They won’t return on the same accounts over and over againMaking harder punishments won't help the cheater problem, hackers will go on alts either way.
Very little hackers cheat on the same account, we literally have practically infinite accounts, there is no need to use the same one. Cubecraft should just use NCP. Anyone who says to use some smaller not very well known anticheat like verus does not know what there talking about, just look at what happened to OmegaCraft.They won’t return on the same accounts over and over again
You're basically telling players to use the report system because Sentinel is unable to keep up with the amount of bypasses. It literally shows how bad the current state of the anticheat is.That's unfortunately how we need to deal with hackers. With CubeCraft being a large server, a cult following of hackers is also with us. People dedicate a lot of their time to creating a client which bypasses Sentinel, so there will be consistent influxes of hackers that will come up in your games. So, the best thing for people to do is to report them - it ensures that we can deal with them and any alternate accounts, but also allows us to find any trends with certain hack types to forward on. Any anti-cheat system is going to have flaws, but we can all work together to polish those flaws accordingly. c:
Sentinel is far from an effective anticheat in its current state.Most effective anticheats are made in-house, such as Watchdog and Sentinel.
This is the most beautiful Management reply there has ever been on the forums. The honesty is great.Hey. Sorry if I contradict anything the mods have said - I'll try not to. I want to give some background and response to the points raised here.
I've tried to address all your points but sorry if I missed something.
I'm also going to reply to another thread and will likely use parts of this repsonse in that one.. so for those reading both - sorry if you read the same sentence twice!
Firstly thank you for all your feedback which you’ve given and your continued support for the server.
Just to keep everyone up to date and as a quick preface, we’ve had a bit of a reshuffle internally and the main leadership of CubeCraft is Luke (efc), Rubik, Cam and Marco. John’s main focus is now on other projects within the company but they are still involved with the web stuff. For the past few months I’ve been busy with the boring side of running an organisation and looking at management structures working closely with all the management members in how we are running the team.
Luke looks after all things content: such as working with our amazing content creation team who are doing awesome work with the Minecraft Marketplace, and holding a strong creative vision for all things CubeCraft!
Marco looks after all things infrastructure and support: keeps the servers online and ensures that our customers aren’t having any purchasing issues etc.
Cam and Rubik look after all things product and development: updates, features and new stuff
A bumpy road
I'll start with some honesty: 2018 and 2019 were both super tough years for us, our player-base shrank and with it our team, resources and ability to deliver the things we wanted to.
This caused difficult decisions to be made in terms of priority - ultimately Bedrock had the most potential in terms of growth and so as an organisation we had to focus on that in 2019 to ensure we remained sustainable and to build resilience against any future issues we may come across.
Our Java network is and remains the heart of the CubeCraft Games network and it’s unfortunate we have not been able to put as much effort into as we would have liked.
At one point during 2019 we only had two active developers (rubik and reece(driima)) which was unmanageable as the sheer amount of background work which needs to happen to keep us up to date and compliant across the three networks we operate (1.8, Java and Bedrock).
Thanks to all the hard work in 2019 from across the entire CubeCraft team we’ve overcome the difficulties which we started facing in 2018 and we are starting 2020 in a good place and with big ambitions.
Anticheat for us is hard, like really hard
I'm fairly sure you've heard the overview of why anticheat development for us is more difficult than other networks:
Ultimately we need more people working on Sentinel but the skill level required to be effective and the length of time before a developer fully understands the Sentinel codebase means that this is a costly process and one which we can't justify without a more solid strategy for anticheat.
- We support so many different versions: Sentinel runs across three networks: 1.8, 1.9+ and Bedrock. Each of these versions have their own set of behaviours and paramaters and their own "quirks". On 1.9 we are having to cross some fairly major mechanic switches especially with regards to swimming and flying as we support 1.9 through 1.15. This effectively triples how hard it is for us to get a really good anticheat across the network.
- There are cheat developers out there who focus on CubeCraft, it's a continuing and tiring game of cat and mouse. Ultimately constantly patching up bypasses as we see them out in the wild means we aren't spending time on more complex and complete detections and a balance has to be made
I wish there was an easier answer here but I'm afraid I don't have one. Sentinel is a continuing topic of discussion within the management and moderation teams. For those keen eyes on our staff list you'll notice we have a new main developer for Sentinel come onboard recently (Mats). They've got some pretty cool stuff in prototype and hopefully we'll see a lot of that rolling across the network over the coming months.
I feel I should come to Sentinel's defense somewhat - It does catch and block a lot of cheaters (thousands every week) but I share your frustration that seemingly obvious cheats are obvious on the server and we don't do enough to show it's successes.
Communication and our relationship with the Communtiy
We’ve always been proud of our community (some exceptions do apply...) and we are upset at the increasing sense of discontent within some parts of it. A lot of this has been due to a perceived lack of communication - where we have definitely faulted - as explained above the past few years have been tough and there’s not been a lot of positive news to give out and so, perhaps mistakenly, we chose silence instead.
Community Staff
We are in the early stages of completely revamping our staff structure. I don't want to commit to anything publically at the moment as the staff only just got our first thoughts on how we can improve things today! Please know that we are actively engaging and trying to improve and grow the staff team!
Java
Myself and the rest of the team are really excited for 2020 we’ve got some big things in the works and are wanting to refocus effort onto the Java network.
At the back end of 2019 we took on four new developers: Rotem, Colin, Mats and Pico. Effectively tripling the size of our development team is no easy feat and there are some inevitable growing pains as the team gets used to the server and everything we have going on. A lot of team are still onboarding right now but over 2020 we’re wanting to refresh a lot of our content including updating our major games and bring in new content.
Forums
You asked about Bedrock players and why they aren't on the forums. I've got a few thoughts here:
Thank you
- We don't really push our forums on the Bedrock server at the moment. Our mobile experience isn't great at the moment and until we have that nailed I don't think there's much point pushing it ingame.
- Bedrock players play very differently -- generally much shorter play sessions than we see on Java
- Players tend to be more casual in who they play with across all the networks and less engaged on social media and other platforms
Thanks for your kind comments regarding the Big Change. We know it was a shock for everyone to begin with but we agree that it's kept our catalogue of our games alive. And yes - the translation team is amazing and big props to @Elenahh for organising all that by themselves.
Honestly this is the exact kind of response I was looking for when I made this thread, I'm extremely grateful for all the honesty you've put into this response. As I stated at the end of the thread, I'm still hopeful for the future of the network, and good luck to the management team with this upcoming year. Please never forget that us (the community) are a very valuable tool for you (management) to continue to improve and preserve the server. I'm also really glad to see you're reconsidering certain things like the staff structure, which by now has been pointed out by many as insufficient. And about the anticheat, it's understandable, just know that perhaps the way to prevent people from thinking Sentinel is inexistent is by doing stuff like this, giving honest and truthful answers to the community, we're only looking for a better communication ^-^Hey. Sorry if I contradict anything the mods have said - I'll try not to. I want to give some background and response to the points raised here.
I've tried to address all your points but sorry if I missed something.
I'm also going to reply to another thread and will likely use parts of this repsonse in that one.. so for those reading both - sorry if you read the same sentence twice!
Firstly thank you for all your feedback which you’ve given and your continued support for the server.
Just to keep everyone up to date and as a quick preface, we’ve had a bit of a reshuffle internally and the main leadership of CubeCraft is Luke (efc), Rubik, Cam and Marco. John’s main focus is now on other projects within the company but they are still involved with the web stuff. For the past few months I’ve been busy with the boring side of running an organisation and looking at management structures working closely with all the management members in how we are running the team.
Luke looks after all things content: such as working with our amazing content creation team who are doing awesome work with the Minecraft Marketplace, and holding a strong creative vision for all things CubeCraft!
Marco looks after all things infrastructure and support: keeps the servers online and ensures that our customers aren’t having any purchasing issues etc.
Cam and Rubik look after all things product and development: updates, features and new stuff
A bumpy road
I'll start with some honesty: 2018 and 2019 were both super tough years for us, our player-base shrank and with it our team, resources and ability to deliver the things we wanted to.
This caused difficult decisions to be made in terms of priority - ultimately Bedrock had the most potential in terms of growth and so as an organisation we had to focus on that in 2019 to ensure we remained sustainable and to build resilience against any future issues we may come across.
Our Java network is and remains the heart of the CubeCraft Games network and it’s unfortunate we have not been able to put as much effort into as we would have liked.
At one point during 2019 we only had two active developers (rubik and reece(driima)) which was unmanageable as the sheer amount of background work which needs to happen to keep us up to date and compliant across the three networks we operate (1.8, Java and Bedrock).
Thanks to all the hard work in 2019 from across the entire CubeCraft team we’ve overcome the difficulties which we started facing in 2018 and we are starting 2020 in a good place and with big ambitions.
Anticheat for us is hard, like really hard
I'm fairly sure you've heard the overview of why anticheat development for us is more difficult than other networks:
Ultimately we need more people working on Sentinel but the skill level required to be effective and the length of time before a developer fully understands the Sentinel codebase means that this is a costly process and one which we can't justify without a more solid strategy for anticheat.
- We support so many different versions: Sentinel runs across three networks: 1.8, 1.9+ and Bedrock. Each of these versions have their own set of behaviours and paramaters and their own "quirks". On 1.9 we are having to cross some fairly major mechanic switches especially with regards to swimming and flying as we support 1.9 through 1.15. This effectively triples how hard it is for us to get a really good anticheat across the network.
- There are cheat developers out there who focus on CubeCraft, it's a continuing and tiring game of cat and mouse. Ultimately constantly patching up bypasses as we see them out in the wild means we aren't spending time on more complex and complete detections and a balance has to be made
I wish there was an easier answer here but I'm afraid I don't have one. Sentinel is a continuing topic of discussion within the management and moderation teams. For those keen eyes on our staff list you'll notice we have a new main developer for Sentinel come onboard recently (Mats). They've got some pretty cool stuff in prototype and hopefully we'll see a lot of that rolling across the network over the coming months.
I feel I should come to Sentinel's defense somewhat - It does catch and block a lot of cheaters (thousands every week) but I share your frustration that seemingly obvious cheats are obvious on the server and we don't do enough to show it's successes.
Communication and our relationship with the Communtiy
We’ve always been proud of our community (some exceptions do apply...) and we are upset at the increasing sense of discontent within some parts of it. A lot of this has been due to a perceived lack of communication - where we have definitely faulted - as explained above the past few years have been tough and there’s not been a lot of positive news to give out and so, perhaps mistakenly, we chose silence instead.
Community Staff
We are in the early stages of completely revamping our staff structure. I don't want to commit to anything publically at the moment as the staff only just got our first thoughts on how we can improve things today! Please know that we are actively engaging and trying to improve and grow the staff team!
Java
Myself and the rest of the team are really excited for 2020 we’ve got some big things in the works and are wanting to refocus effort onto the Java network.
At the back end of 2019 we took on four new developers: Rotem, Colin, Mats and Pico. Effectively tripling the size of our development team is no easy feat and there are some inevitable growing pains as the team gets used to the server and everything we have going on. A lot of team are still onboarding right now but over 2020 we’re wanting to refresh a lot of our content including updating our major games and bring in new content.
Forums
You asked about Bedrock players and why they aren't on the forums. I've got a few thoughts here:
Thank you
- We don't really push our forums on the Bedrock server at the moment. Our mobile experience isn't great at the moment and until we have that nailed I don't think there's much point pushing it ingame.
- Bedrock players play very differently -- generally much shorter play sessions than we see on Java
- Players tend to be more casual in who they play with across all the networks and less engaged on social media and other platforms
Thanks for your kind comments regarding the Big Change. We know it was a shock for everyone to begin with but we agree that it's kept our catalogue of our games alive. And yes - the translation team is amazing and big props to @Elenahh for organising all that by themselves.