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Solution for people with high latency/lag issues that play SOLO

7 respuestas [Último envío]
Sáb, 09/03/2011 - 13:08
k2homie1
Legacy Username

So I read a topic posted by LeonAlabard a while ago that was about reducing the effects of lag client side vs. server side.
Here is his topic, all credit goes to him for the idea http://forums.spiralknights.com/en/node/16999
Now I've been thinking about it myself and wanted to expand on the idea to make it something worth while if it is to be implemented.

So the idea is that when you go into the clockworks, you can have an option to permanently lock your party so you are going solo the entire time and cannot unlock it. When this happens, you go down the elevator and when you spawn in the first level, (almost) every aspect of gameplay becomes client-side. Your character movement, attacking, shielding, item usage, pots, keys, treasure boxes and all of the enemies no longer have to be synchronized with the server, thus completely eliminating lag for anyone who goes solo.

*BEFORE ANYONE SAYS THAT THIS INCREASES THE RISK OF HACKERS, just hear me out*

Anything that is a drop (materials, crowns, heat, items, etc.) are kept in a server inventory and are kept server side for the current level you are on, when the level is loading, it preloads all of the drops for each mob and item box, and maybe randomizes them. That way, even if someone uses Cheat Engine to hack in health capsules or ANYTHING for that matter, it wont work because they are kept server side so even if your client says you have 999 health capsules, you can use one and that will re-sync with the server, which will bring you down to 2. The server also checks your inventory and stats at the end of each level to confirm that you have only gained items legitimately through the server inventory for the level, if you have more, the server detects that and rejects it, and also deletes the extra from your inventory, and then re-synchronizes everything at the end of a level, and onto the next level, and so on so forth.

Oh, and I forgot about your crowns and CE, they will be kept server-side to prevent hackers. When you use a CE revive, the information on how much it costs is kept server-side, and when you revive, that re-syncs the CE on the server, and gives it information on how much the next one will cost.

Now, health...
This one is tough, it could be kept server side as well, but if your latency is like 9,001 ms, you could take a hit from a monster and you won't know for a few seconds how much damage you took, or if you're going to die. It could be utilized by anti-cheating software, but if anyone has an idea other than that, please leave a comment on it.

So in short, make solo runs client side, except keep all drops, crowns and CE, and like I said about health, utilize anti-cheating software put into the game, such as nProtect GameGuard.

I think that this is an awesome idea, again thank you LeonAlabard. If this is to be implemented and perfected, it would make any overseas players, or anyone who lives far away from the servers much happier because even if they can't play in a party without lag, at least they can play solo without lag. this would also make me very happy because I usually go solo and where I live I can't get decent internet service, and probably never will. So, PLEASE OOO, PLEASE! READ THIS AND CONSIDER IT! Not only will it make THOUSANDS of players happy that they can now play solo without lag, it will also reduce the load on your servers so local players won't experience as much lag during busy hours. As for everyone else, thank you for reading this and please leave as much positive feedback as possible. Thank you.

EDIT: Never mind about this, there's obviously some things I didn't think over so the game could be hacked into anyway. I only support this idea because I'm one who always plays games legitimately and I'm sure I'm not the only one.

Sáb, 09/03/2011 - 13:44
#1
Imagen de Madadder
Madadder
wouldnt this mean they would

wouldnt this mean they would have to recode the whole game to accommodate this?

Sáb, 09/03/2011 - 14:25
#2
Imagen de Quasirandom
Quasirandom
First rule of game security:

First rule of game security: don't trust the client. The client is in the hands of the enemy.

If whether or not you get hit isn't verified server-side, then it's just a matter of time before someone comes up with a cheat program to make it so that they never get hit, or perhaps rather, that hits don't register. At that point, you could make a macro that sloppily wanders through levels hacking away and getting hit a lot more times than you hit mobs. But eventually you kill them, because when you get hit, it doesn't register. And then you can macro entire levels and run up massive loot that way. See the problem?

Dom, 09/04/2011 - 03:01
#3
Imagen de Rage-Knight
Rage-Knight
Zero rule of game security:

Zero rule of game security: don't want it hacked - don't let them access the game code. Don't upload the client, don't allow any players into the game. Only then it can not be hacked.

If you want to keep everything server-side, either limit players to those from same country where there is a server, or make lots of servers world-wide. This won't need anyone to re-code anything. It will simply make the game better for players and make less money for greedy developers. Who want money out of thin air.

Extra: if you let the client download all the loot from monsters and treasure boxes ahead of time and allow "somewhat offline" gameplay for the client, it opens up a possibility to use some cheat engine that will make you invincible, kill all enemies on sight at a distance and complete the level within seconds. Basically, will allow farming loot in a very short period of time.

Dom, 09/04/2011 - 06:27
#4
Imagen de Starlinvf
Starlinvf
@teos_ef

Thats not the zero rule, that the "Ultimate security implementation". Working security is an ongoing game of allowing access while preventing them from doing damage. The golden rule is "Only trust what little you need to make a function work".... if you can't trust it to work right, then you do it differently so it can. If it still can't, then obviously you shouldn't be doing it in the first place.

"If you want to keep everything server-side, either limit players to those from same country where there is a server, or make lots of servers world-wide. This won't need anyone to re-code anything. It will simply make the game better for players and make less money for greedy developers. Who want money out of thin air." -teos_ef

Now thats just UMAD

Dom, 09/04/2011 - 13:11
#5
Imagen de Rage-Knight
Rage-Knight
Its playability vs profit. If

Its playability vs profit. If game developers take profit over playability, I call them greedy (which is normal in business - you may hurt customers in any way possible as long as you don't lose profits).

Lun, 09/05/2011 - 02:16
#6
Imagen de Starlinvf
Starlinvf
But making a change for 10%

But making a change for 10% of the player base, while potentially putting 100% of player base at risk (ie crown farmers) is called being stupid.

And no, profits over people only works under certain conditions. OOO is a small developer, and Sega isn't nearly large enough to not potentially fail by being stupid. You'd need to be a Bank, a multi national corp, or anything thats entrenched in the economy to be like that.

Lun, 09/05/2011 - 04:08
#7
DJsmiles
Legacy Username
I really like this idea

i like this idea allot and i support this idea, i think a gm should read this and see what they can do about it.

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