Technical solution to eliminate desync in single-player sessions

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could such a proposal be made to work: yes


Hence why we're trying to make it work.


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would it open up potential security risks: yes


Predicting RNG is not a 'security risk'. What exactly is your definition of 'security risk'?


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would it cost millions: yes


I promise that allowing the client to calculate combat is not a million dollar project. Hundred thousand dollar project, yes. Eliminating desync could save them millions in the long-run.
Last edited by qwave#5074 on Nov 21, 2013, 7:42:45 AM
Millions is an exaggeration. It will be expensive to implement.

I would really prefer they spent any new dev money on trying to fix desync in multiplayer as I think it would provide the greatest return.
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qwave wrote:

Either way, I promise that allowing the client to calculate combat is not a million dollar project. Hundred thousand dollar project, yes.

With as much experience as you say you have in the field, im surprised you make such a bold statement like this without knowing the full inner workings of the current system.
For years i searched for deep truths. A thousand revelations. At the very edge...the ability to think itself dissolves away.Thinking in human language is the problem. Any separation from 'the whole truth' is incomplete.My incomplete concepts may add to your 'whole truth', accept it or think about it
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I would really prefer they spent any new dev money on trying to fix desync in multiplayer as I think it would provide the greatest return.


I would like it too, but in order to get to that point they need to start making the game client a bit smarter.
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qwave wrote:
[...]

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would it cost millions: yes


None of us know how much it will cost. It depends on their existing architecture. Eliminating desync could save them millions in the long-run.

Either way, I promise that allowing the client to calculate combat is not a million dollar project. Hundred thousand dollar project, yes.

One has also to value in all the resources and expenses done for the current approach.

Has it paid off and would another route potentially pay off better in the same amount of time?
Last edited by Nightmare90#4217 on Nov 21, 2013, 7:44:18 AM
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With as much experience as you say you have in the field, im surprised you make such a bold statement like this without knowing the full inner workings of the current system.


You're the one throwing the figure 'millions' around. I do a lot of software estimation, and you can build a complete game from scratch for millions.
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syrioforel wrote:
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geradon wrote:
problem is: game analyzing is more feasible in a orgnized group.
second problem: for thousands of people trying to hack your game you only need one to be successful and stupid enough to publish the hack.

i don't want a game to pester my pc with anti-malware software constantly background-scanning my pc's memory and harddisk for hacks like blizzard did with his wow client. wasn't a successful against proxy software running on another pc anyway.

a hacked game is a game prone to be dead sooner or later as unfair advantage of a few will kill the user count much faster than desync makes people leave.

you can never trust the game client any any way.


What's worse: auto-logout "hack" at 25% health, or anti-Kole crit hack?

One of these is viable right now.


Not only viable, but easily done and using AHK.
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qwave wrote:

you can build a complete game from scratch for millions.

And any change to a highly interconnected system may just involve that. A complete recode of all existing software. We have no way of knowing without looking under the hood.
For years i searched for deep truths. A thousand revelations. At the very edge...the ability to think itself dissolves away.Thinking in human language is the problem. Any separation from 'the whole truth' is incomplete.My incomplete concepts may add to your 'whole truth', accept it or think about it
"
And any change to a highly interconnected system may just involve that. A complete recode of all existing software. We have no way of knowing without looking under the hood.


I've already commented on this three times, but ill say it one last time:

Even if the core game rules are tightly coupled with their server architecture, this sort of code is almost always extremely easy to move to the client. I'll leave it at that.
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qwave wrote:


I promise that allowing the client to calculate combat is not a million dollar project. Hundred thousand dollar project, yes.

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qwave wrote:

Even if the core game rules are tightly coupled with their server architecture, this sort of code is almost always extremely easy to move to the client. I'll leave it at that.


So you went from 'i promise' earlier on this page to 'almost always'. The number of times you have contradicted yourself in this thread is absurdly high. How can anyone who does this be taken seriously. It is a complete invalidation of your credibility.
I will agree to this; PERHAPS it may cost hundreds of thousands. Likely it will cost millions.
Regardless, it is not your decision. You do not have the data available to correctly weigh such things even if it were. Who knows what GGGs finances can or not afford.
For years i searched for deep truths. A thousand revelations. At the very edge...the ability to think itself dissolves away.Thinking in human language is the problem. Any separation from 'the whole truth' is incomplete.My incomplete concepts may add to your 'whole truth', accept it or think about it
Last edited by SkyCore#2413 on Nov 21, 2013, 8:17:07 AM

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