GGG says they are against botting, but...

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Xendran wrote:
Gaming is a hobby.
Like all hobbies, it has expenses.
A suitable connection is one of those expenses.

In my country, it's choosing between:
1. A suitable connection (fast, low ping, reliable)
and
2. Massive cap

In order to get both, you effectively pay through your nose - so no can do. I choose speed, but sometimes I wonder if it would be worth going for the larger cap and less speed option.
Player since closed beta 2012. Full system specs: https://pastebin.com/c4rvbvSR
'Tongueslurp the Unspeakable' - skeleton archer in Fellshrine Merciless
Glad to see this is finally being addressed. Though i still dont get why trusting the entire map seed to the client, which has long since been proven to be an open invitation to easy cheating, was ever allowed in the first place.

And when Chris mentions "slightly" more bandwidth needed for the secure map seeding, theres no reason to believe thats not entirely accurate. Its the same amount of data being sent to the client in the end, just with a few more handshakes along the way. Not the sort of thing thats going to break anyones internet usage caps; for that matter, while itll increase GGGs costs slightly, its very unlikely to even be noticable to the client at all.
IGN: KoTao
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KoTao wrote:
Its the same amount of data being sent to the client in the end, just with a few more handshakes along the way.
This is probably inaccurate; more likely, the server currently sends a single large random number as a seed, which the client then uses to generate a specific instance, removing much of the need to send more detailed map data (I'm not sure to what degree things like barrels and monsters are included in seeding).

It's still a jaw-droppingly bad decision, even if it does save bandwidth; plus, a series of "doodad-identifier, doodad-location" data isn't exactly a huge download either.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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ScrotieMcB wrote:
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KoTao wrote:
Its the same amount of data being sent to the client in the end, just with a few more handshakes along the way.
This is probably inaccurate; more likely, the server currently sends a single large random number as a seed, which the client then uses to generate a specific instance, removing much of the need to send more detailed map data (I'm not sure to what degree things like barrels and monsters are included in seeding).

It's still a jaw-droppingly bad decision, even if it does save bandwidth; plus, a series of "doodad-identifier, doodad-location" data isn't exactly a huge download either.

You could be right, i might be oversimplifying the difference between sending the entire seed and sending pieces of said seed at the correct intervals.

And yes, it was indeed a jaw-droppingly bad decision to go with a tried and failed method from the start. Thankfully, GGGs getting pretty good at "better late than never".
IGN: KoTao
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ScrotieMcB wrote:
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Real_Wolf wrote:
Anyway, thep oint is, Chris said they are looking into improving it, thread is dead, this is just idle chit chat now
I still am curious why they did the Level 25 Rule prior to implementing on-demand map data. There's really no excuse for ever releasing the map distribution the way they did. Yeah, okay, it's getting fixed, Chris himself, best possible result I could possibly expect...

But I'm sorry, until I actually see it in patch notes, I'm not going to get a warm and fuzzy on this one. Just being honest.

On the whole SC2 thing, apparently it's all the rage these days to have each RTS client run the entire simulation client-side instead of server-side to save on bandwidth. Which doesn't make sense to me; how's it supposed to be an eSport if your opponent's client is telegraphing his actual unit commands to you? Only when KeSPA refs are literally looking over the shoulders of all players involved, apparently.

And then D3 parcels at the data at what seem to be the right times (I haven't noticed anything overly hackable), but it uses an entirely TCP-handshake architecture which, while eliminating desync, does lead to some sluggish lag responses that are just downright unnatural in multiplayer, where the game runs at the speed of the slowest player involved.

And no ARPG I'm aware of is using UDP, which is just criminal (unlike the author of the linked article, I think TCP hybridization isn't bad, actually virtually required).


Theres a variety of reasons for their initial implementation so far.

First is that it was probably easier to implement and the game is still officially listed as "Beta" it wasn't that important. Second is bandwith.. going map tile by map tile is takes up bandwith at a time when users need it to help keep from getting desynced. Last is that developers get away with what they can get away with. If the community as a whole isn't hacking then its not a problem. If its not a problem then its not something that needs to be fixed. Now that maphacks are a problem its something thats being fixed.

As to why the no trading till 25 rule this was an effort to slow down RMT and botters. There was large amounts of automated bots running A1 Normal (probably ledge) over and over again. Most of these accounts were only going to about level 20ish before needing to be deleted/recreated. In addition RMTs usually used new accounts to facilitate the actual trade and would only use each account for a single trade. Now they have to actually play an account to level 25 before they can trade.

What it really boils down to is a stop gap measure. Easy to implement in a short time before the more intensive application is developed and applied.
IGN: DeathIsMyBestFriend, Illirianah
Probably been said before, but this wont stop botting, this will change bot pathfinding methods... It will however stop maphacks which is more than likely a good thing
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codraziel wrote:
Probably been said before, but this wont stop botting, this will change bot pathfinding methods... It will however stop maphacks which is more than likely a good thing
It will slow botting. Literally; using a non-maphack navigation method (most likely pixel analysis), the bots will take longer deciding where it is they're going, and they will literally traverse slower because they make more calculations standing still.

But yes, it won't stop them.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Jul 4, 2013, 5:58:54 PM
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ScrotieMcB wrote:
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codraziel wrote:
Probably been said before, but this wont stop botting, this will change bot pathfinding methods... It will however stop maphacks which is more than likely a good thing
It will slow botting. Literally; using a non-maphack navigation method (most likely pixel analysis), the bots will take longer deciding where it is they're going, and they will literally traverse slower because they make more calculations standing still.

But yes, it won't stop them.


They will just use the part of the map that is available instead of the whole thing, the only thing that will change is that bots wont know the location of bosses and exits when they enter an area.
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Meezh wrote:
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ScrotieMcB wrote:
Spoiler
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codraziel wrote:
Probably been said before, but this wont stop botting, this will change bot pathfinding methods... It will however stop maphacks which is more than likely a good thing
It will slow botting. Literally; using a non-maphack navigation method (most likely pixel analysis), the bots will take longer deciding where it is they're going, and they will literally traverse slower because they make more calculations standing still.

But yes, it won't stop them.


They will just use the part of the map that is available instead of the whole thing, the only thing that will change is that bots wont know the location of bosses and exits when they enter an area.
And off-screen treasure chests, and the edges of the map that haven't been revealed yet, and it'll be harder for them to follow the road in Fellshrine... yeah, lots of stuff like that.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
one thing you can count on is that the bots will win eventually
Last edited by Saltychipmunk#1430 on Jul 5, 2013, 1:09:25 AM

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