GGG says they are against botting, but...

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Chris wrote:
Only map tile data is available to the client currently, not information about monsters or chests that aren't nearby. The new system will do the same with tiles at the cost of slightly more bandwidth usage.


You can still store the map on the client, but in encrypted form. You will give keys as long as the player explore the map.
Roma timezone (Italy)
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Chris wrote:
Only map tile data is available to the client currently, not information about monsters or chests that aren't nearby. The new system will do the same with tiles at the cost of slightly more bandwidth usage.

pile it on
"Now I am become Death, the destroyer of worlds."
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HellGauss wrote:
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Chris wrote:
Only map tile data is available to the client currently, not information about monsters or chests that aren't nearby. The new system will do the same with tiles at the cost of slightly more bandwidth usage.


You can still store the map on the client, but in encrypted form. You will give keys as long as the player explore the map.
It's probably simpler to just give the player the real map data as they explore the map; it's likely that a tile of map is less data than a 128-bit encryption key.
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.


I can see spawn location hooks being thrown into the level generation code currently perhaps? Like this area has two spawns, this area has three, etc. to prevent monsters from spawning in stair or walls.

And then the actual monsters and barrels are created, and serialized on the server, and passed to client as you pass through an area. I cant tell if it is a nav mesh that triggers spawns for a section of the map, or if it is more proximity of your character based than that/

Though I could also see the spawns being more dynamic and needing to find room through a 'can i spawn here' type routine (on the server) before serialization.

But I would have to think the map creation has built in hooks for what is supported by the different random tiles, whether that piece is just on server or is part of the client generation routine, idunno


edit: I also really enjoy your links scrotie

Hey...is this thing on?
Last edited by LostForm#2813 on Jul 16, 2013, 10:17:50 PM

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