They dont.
They dont.
A ton of misinformation going on in this thread. In part because of how things "used" to work vs how they are working now. What they are doing is pretty simple, and it has about a 25% error (false detection, association) rate.
Zero misinformation from my part. If they use the detection I am mentioning, it has a 0% false detection/association rate.
MQNext is aware of this functionality, and bypasses it for itself, but not MySEQ.
GitLab.com
gitlab.com
We moved to github, go to https://github.com/macroquest/macroquest instead.
gitlab.com
We moved to github, go to https://github.com/macroquest/macroquest instead.
gitlab.com
MySEQ is 100% detectable this way. The launchpad has HWID tracking capabilities. The game client and game loginserver uses the same utility (it's part of a library) and allows them to track you across games.
They even left in the slash command (albeit not hooked up) to test this stuff.
Beyond that, there's the normal 'memory check' stuff that has existed since 2003, though they don't use it anymore as I think ASLR broke it, though it's still used on spellcasts:
That same functionality is used for checking to see if you have the proper eqgame.exe, spells, basedata, skill caps, newzone_info, player profile length received from the server, etc:
The string MQ2 uses to identify itself is part of this checksum, in fact.
Beyond that, the zone server can request this data as part of a network message:
I don't believe any of that is used anymore, but it's hard to tell without emulating it to see what MQ2 changes, or making a mockup of the functions in a standalone program.
That brings me back to my point: None of what I said was based on misinformation. There's multiple layers of detection and none of them are surface visible to the average MQ user. I've named a handful of them, and not all of them are clientsided like these examples are. Analytics is a big part of our industry, EQ is no exception.
Wonder what percent of those people who are actually clean, shared their account info with someone who cheats and thats what got them flagged.
Fairly high. This is why MMO companies tell you to not share your account, and why CSRs will often deny account change requests that can't prove they are actually the owner. It's a clusterfuck for CSRs to deal with if they arbitrarily allowed that shit. It's why account to account transfers require ownership proof. It's so they can take the burden of responsibility off of them and onto you, and why they have no qualms banning people based on detections on your account.
"Your account is your responsibility."