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internetpirate
Will tlopo have protection from reverse engineering hacking and other hacking etc?
@Mike Wass @deanaug @Christofosho
@Mike Wass @deanaug @Christofosho
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Nice! so is it better than potco cause potco could get injected reverse engineered etcYes! It already does, actually. One of the first things worked on was security
Yes, although security is a continuous goal. We are working to improve the areas that Disney never did, plus more.Nice! so is it better than potco cause potco could get injected reverse engineered etc
I would hope not only "haxxors" but...trouble-makers as well.so u hav pr0 kek c0de obfuscation tool protect code from haxx0rs amirite yeeeeeee
Do you have the feeling that some people are just waiting to test the boundaries? After all, a true pirate pushes the limits.I would hope not only "haxxors" but...trouble-makers as well.
I not only have such feelings...I think it's safe to say that such boundary-testing is expected to occur given the way things haven't quite changed since POTCO was shuttered.Do you have the feeling that some people are just waiting to test the boundaries? After all, a true pirate pushes the limits.
The Legend of Pirates Online's servers and client has numerous forms of security added into it. One of which, on the client, is bytecode obfuscation. We have never had a security vulnerability discovered (to my knowledge) on the game's runtime in the history of our game. (We do not count DDoS as a security vulnerability).so u hav pr0 kek c0de obfuscation tool protect code from haxx0rs amirite yeeeeeee
Nice i don't want to have hackers ruining the funThe Legend of Pirates Online's servers and client has numerous forms of security added into it. One of which, on the client, is bytecode obfuscation. We have never had a security vulnerability discovered (to my knowledge) on the game's runtime in the history of our game. (We do not count DDoS as a security vulnerability).
That's awesome, good to hear!The Legend of Pirates Online's servers and client has numerous forms of security added into it. One of which, on the client, is bytecode obfuscation. We have never had a security vulnerability discovered (to my knowledge) on the game's runtime in the history of our game.
This is pretty much already taken care of in our Terms of Service. If a person violates the terms, we will hand out a 1 day ban. That may increase to 3 days depending upon the severity of the offense. If repeated offenses occur, then the ban length will increase incrementally. If the user chooses to disregard these warnings and continues to disbehave, then the team will discuss a permanent ban.Also just wondering, Will there be any policy in place as far as malicious acts are concerned? If there is a "no tolerance" policy then it could deter anyone from doing malicious acts, if they knew their IP address wouldn't be allowed to log in again, ever. I think it would be extreme, but more effective than a 'Ban' which some people brag about, lol.
What do you plan to do if someone is connected through a proxy server when you "ip ban" them? And do your servers nullify malformed packets, or do they crash liek rip?This is pretty much already taken care of in our Terms of Service. If a person violates the terms, we will hand out a 1 day ban. That may increase to 3 days depending upon the severity of the offense. If repeated offenses occur, then the ban length will increase incrementally. If the user chooses to disregard these warnings and continues to disbehave, then the team will discuss a permanent ban.
In short, our rules will be enforced. This was one of the areas that Disney was weak in, so we plan to change that.
Better question yet, what would you do if you were running TLOPO? - Have any suggestions? Let's hear them.What do you plan to do if someone is connected through a proxy server when you "ip ban" them? And do your servers nullify malformed packets, or do they crash liek rip?
But what if your astron servers were hit with some faulty / malicious packetz? liek how would the server interpret that. did you guys add something to handle those type of things????The Legend of Pirates Online's servers and client has numerous forms of security added into it. One of which, on the client, is bytecode obfuscation. We have never had a security vulnerability discovered (to my knowledge) on the game's runtime in the history of our game. (We do not count DDoS as a security vulnerability).
I don't know whom to tag here (@John Foulroberts or @Johnny Sea Slasher) but I think it's important for TLOPO to have some sort of stated rule explicitly written, if it's not there already, within TLOPO's terms of use of the consequences which do happen if a player is found (both in-game and out-game) to be showing an interest/showing intent towards trying to hack or modify TLOPO game-play.Divulging details about one's security setup is a good way to invite malicious intent because it reveals what aspects are protected and what aspects may have weaknesses. For this reason we aren't going to reveal any specific details about our setup. Think about if a bank told everyone that the safe was only protected by a laser grid. A thief would now know that's the only thing he has to bypass and then he's home free.
We all know the security issues that Disney had and how they were exploited. No security system is perfect, but you can be confident that we will keep TLOPO as safe as possible. If a weakness is exposed, we will fix it immediately.
We actually do have this sort of thing addressed in our Terms of Service.I don't know whom to tag here (@John Foulroberts or @Johnny Sea Slasher) but I think it's important for TLOPO to have some sort of stated rule explicitly written, if it's not there already, within TLOPO's terms of use of the consequences which do happen if a player is found (both in-game and out-game) to be showing an interest/showing intent towards trying to hack or modify TLOPO game-play.