Technical solution to eliminate desync in single-player sessions

On a side note about security issues... There's feedback mechanism at work. As security gets tighter, the value of breaking that security grows. A game like D2, with all of it's security problems, was fine... because everyone knew how insecure it was. No real value was placed on an Enigma because you new it was made by people abusing the security flaws.

In a game where there is a higher degree of security, items grow in value to the point where people actually part with hundreds of dollars for a silly item they will never be able to use outside of the game. They start gaining tangible value. So hacking becomes more profitable.

So if your position is that it would be "hard" to cheat... that's almost as bad as if it were easy to cheat. We pay for security... figuratively. Desync is one of the costs.
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We pay for security... figuratively. Desync is one of the costs.


Desync is not a by-product of security. They are two separate topics entirely.
Last edited by qwave#5074 on Nov 23, 2013, 11:07:40 AM
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qwave wrote:
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We pay for security... figuratively. Desync is one of the costs.


Desync is not a by-product of security. They are two separate topics entirely.


I'll just say "you're wrong" and leave it at that. I wont be arguing with you over it.
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I'll just say "you're wrong" and leave it at that. I wont be arguing with you over it.


You make a strong case.
very interesting stuff in this thread.

unfortunately, im very close to finishing college in IT and still dont understand whats going on.

i guess programming is much more important(and interesting) than networking. i wonder how does one get to make such a game with such complicated stuff. because all ive been doing at school is configuring routers and switches.
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qwave wrote:
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We pay for security... figuratively. Desync is one of the costs.


Desync is not a by-product of security. They are two separate topics entirely.


my IT security teacher says that heavy security makes the whole system/network slower and in some cases 50% or more slower.
Just a quick thing I thought of when reading this thread, would it be feasible to create a ghost version of every mob and player on the client that simulate the server by executing everything with a delay? This way you can check the amount of desync there likely is and resync accordingly. This version could also desync but that is way more unlikely and you could periodically resync the ghost world. Would this butcher performance? Would this even work?
Last edited by Intrets#7554 on Nov 23, 2013, 12:41:43 PM
I bet you can't even get a "replay" of what actually occurred on the server... not a video representation of it anyway. It's not like there's a monitor for each of us somewhere showing what is actually happening. I doubt they even bother with an option to show it.
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I bet you can't even get a "replay" of what actually occurred on the server... not a video representation of it anyway. It's not like there's a monitor for each of us somewhere showing what is actually happening.


Replays in games aren't done using 'video feeds'. Instead, they keep a log of all the client's input and then allow the game client to 'replay' all of the input later. A side-result of my proposal is that it would allow the game client to record videos like this.
Last edited by qwave#5074 on Nov 23, 2013, 1:33:28 PM
qwave: Suppose I'm an idiot and I firestorm a reflect ele pack and die instantly. My hacked client then goes 'whoops, that didn't happen' and tells the server that I was just sitting there and didn't do anything. How does your 'solution' prevent this?
Last edited by Polarization#5886 on Nov 23, 2013, 2:29:59 PM

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