Technical solution to eliminate desync in single-player sessions
" A hacked client state hash would contain values that were generated outside of the deterministic seed. This is the same way that servers validate encrypted passwords. Even though they don't have the actual plain text password, they can still validate the password matches. In this case, the deterministic seed acts as a 'password' to generate each random number. The server can therefore use the deterministic seed to validate each portion of the state. The state itself is just a collection of user input. Last edited by qwave#5074 on Nov 20, 2013, 2:02:24 AM
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" PoE servers are already performing this entire process. The cryptographic hash portion is not required, that's up to GGG if they want to go that far. |
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" Yeah except that verifying these stats are computationally expensive process. Its not an issue when you have a webserver that verifies passwords stored as a hash when generated with a salt, which only happens when people login or create an account What you are suggesting would require continuous calculations to hundreds of thousands of people, in real time. The operation is expensive enough that asynchronous libraries exist to do this stuff, because its computationally expensive |
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" PoE servers are ALREADY doing this. My proposal does not change the way their server validates the user's input to perform the simulation. In fact, my proposal significantly reduces the bandwidth required because the server does not need to send a response. |
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" And your suggestion is even more taxing than what PoE is doing currently, bandwidth isn't the issue, CPU clocks is what the issue is |
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" No it is not, my proposal does not require that they change their servers at all. My proposal is a client-side change. Please stop posting until you read everything that has been said/posted. |
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" It also requires a server side change as well |
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" Yeah, the server needs to stop sending a response to the client. That's the change. |
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" The same thing I was thinking. While not a traditional MMO, and whether they admit it or not, GGG is working on making an MMO influenced game. I mean just from the top of my head: Online only Global chat Solid player models to make you aware of your positioning in a party Guilds to get people playing together Nerf to Auras to make you share auras in your party No auction house, making people communicate to make trades Faster leveling while in a party I'm sure there is much more if I thought about it a bit. Anyways. "It's a harsh, difficult world. You have to be prepared for it. We're not babying the players."
- Chris Wilson - Producer, Lead Designer @ Grinding Gear Games |
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" There is more ontop of that |
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