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First, if possible, make a GIF captcha. What I imagine in my head is something like this: first a red "D" appears on the left, then disappears. Then a green "G" appears slightly to the right of where the "D" was, then disappears. Then a blue "F" appears slightly right of that, then disappears too. Repeat however many times is necessary.
First, if possible, make a GIF captcha. What I imagine in my head is something like this: first a red "D" appears on the left, then disappears. Then a green "G" appears slightly to the right of where the "D" was, then disappears. Then a blue "F" appears slightly right of that, then disappears too. Repeat however many times is necessary.
(rendered as part of the image - that's important, if they're rendered as HTML they can be read automatically)
Collecting a labelled data set is extremely time consuming, especially on Tor, so your attackers will always want a data generator.
It's seemingly very simple, but the way that they create those layered polygons is very specific.
By making the background variational in a way that's hard for an attacker to imitate on their end, you will force them to collect a real dataset and thus increase their resource expenditure.
Make it look like you know what the fuck you are doing.
Cause you to grow a bigger dick than the asshole DDOSER (true *figuratively*, lies *probably*)
tar zxvf EndGame-v1.tgz
A couple of questions for speeding things up. If proxying traffic to a private v3 from the EndGame nodes, it will obviously be pretty damn slow for the end user, any ideas on how to make this is fast as possible?
Thinking HiddenServiceNumIntroductionPoints should be the maximum 10 for the private v3.. Right? Anything else I can do to speed tings up? Should I use separate private v3's for each EndGame node, or would it be better to use the same and hope tor will create a fast circuit over time with the 10 introduction points?
What a game changing day for this community.