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ALM1GHTY STATIUS
Imperfects Negative-Feedback
288
|
Posted - 2013.04.06 08:32:00 -
[1] - Quote
Hit detection is currently based on server side, meaning even if you shoot at an enemy dead on on your side of the game (aka your screen/system) you will have to shoot slightly ahead of him in order to make contact because of the time it takes for your system and the server to communicate with eachother, he's slightly ahead.
Now CCP certainly does have legitimate reasons for making hit detection this way, in a game like Dust if someone hacked the game and made an aimbot it could easily destroy thousands of matches (which would probably mean a game-wide rollback) however I believe this is not the answer to that looming threat as it does (for gamers of high-medium caliber) make the game less enjoyable.
I believe the best route for an anti-hack and fair system would be server side damage application. This would mean instead of the player having to compensate for the ping between the system and the server, a system would send the information about what it hit, and before the server applies damage it checks the data. This is a sufficient ant-hacking and enjoyable solution for everyone.
What's your thoughts errybody? |
Nguruthos IX
Kameira Lodge Amarr Empire
190
|
Posted - 2013.04.06 09:31:00 -
[2] - Quote
ALM1GHTY STATIUS wrote:Hit detection is currently based on server side, meaning even if you shoot at an enemy dead on on your side of the game (aka your screen/system) you will have to shoot slightly ahead of him in order to make contact because of the time it takes for your system and the server to communicate with eachother, he's slightly ahead.
Now CCP certainly does have legitimate reasons for making hit detection this way, in a game like Dust if someone hacked the game and made an aimbot it could easily destroy thousands of matches (which would probably mean a game-wide rollback) however I believe this is not the answer to that looming threat as it does (for gamers of high-medium caliber) make the game less enjoyable.
I believe the best route for an anti-hack and fair system would be server side damage application. This would mean instead of the player having to compensate for the ping between the system and the server, a system would send the information about what it hit, and before the server applies damage it checks the data. This is a sufficient ant-hacking and enjoyable solution for everyone.
What's your thoughts errybody?
no |
D3LTA Blitzkrieg II
D3LTA FORC3 Orion Empire
0
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Posted - 2013.04.06 10:05:00 -
[3] - Quote
Interesting post. But not hard core enough to really care about the mechanics of it all |
ALM1GHTY STATIUS
Imperfects Negative-Feedback
288
|
Posted - 2013.04.06 10:13:00 -
[4] - Quote
Nguruthos IX wrote:ALM1GHTY STATIUS wrote:Hit detection is currently based on server side, meaning even if you shoot at an enemy dead on on your side of the game (aka your screen/system) you will have to shoot slightly ahead of him in order to make contact because of the time it takes for your system and the server to communicate with eachother, he's slightly ahead.
Now CCP certainly does have legitimate reasons for making hit detection this way, in a game like Dust if someone hacked the game and made an aimbot it could easily destroy thousands of matches (which would probably mean a game-wide rollback) however I believe this is not the answer to that looming threat as it does (for gamers of high-medium caliber) make the game less enjoyable.
I believe the best route for an anti-hack and fair system would be server side damage application. This would mean instead of the player having to compensate for the ping between the system and the server, a system would send the information about what it hit, and before the server applies damage it checks the data. This is a sufficient ant-hacking and enjoyable solution for everyone.
What's your thoughts errybody? no
no what D: |
xxBIG DIRTYxx
D3LTA FORC3 Orion Empire
5
|
Posted - 2013.04.06 11:38:00 -
[5] - Quote
gotta lead your targets, bro's.. adds realism. NP. |
ALM1GHTY STATIUS
Imperfects Negative-Feedback
289
|
Posted - 2013.04.06 11:40:00 -
[6] - Quote
xxBIG DIRTYxx wrote:gotta lead your targets, bro's.. adds realism. NP.
Hard to do when the leading is inconsistent. |
Laheon
Osmon Surveillance Caldari State
416
|
Posted - 2013.04.06 13:02:00 -
[7] - Quote
No. Can also lead to lag switching. Hit the lag switch, jump out of cover, shoot someone in the head x5 with a scrambler pistol, jump back in cover, hit the lag switch again, the guy's dead, as the client has told the server that you''ve hit, despite the server never registering you as having jumped out of cover.
Aimbots aren't the only threat. |
xxwhitedevilxx M
Maphia Clan Corporation CRONOS.
258
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Posted - 2013.04.06 15:00:00 -
[8] - Quote
Isn't it the same system used in MAG? It was good for non laggy games. Still it was sh*t when you played on a battle server far away from you... I mean people dyiing behind cover, me dying behind cover etc.... They should think about something new. This game is going to influence Eve too, they can't let connections to decide the faith of every single game. |
ALM1GHTY STATIUS
Imperfects Negative-Feedback
291
|
Posted - 2013.04.07 21:56:00 -
[9] - Quote
Laheon wrote:No. Can also lead to lag switching. Hit the lag switch, jump out of cover, shoot someone in the head x5 with a scrambler pistol, jump back in cover, hit the lag switch again, the guy's dead, as the client has told the server that you''ve hit, despite the server never registering you as having jumped out of cover.
Aimbots aren't the only threat.
Lag switches don't work either :D if you try and do this the server registers that you're still around the corner! therefore you cannot hit the target!
(nerco-bump because this needs to be discussed more) |
ALM1GHTY STATIUS
Imperfects Negative-Feedback
291
|
Posted - 2013.04.07 21:57:00 -
[10] - Quote
xxwhitedevilxx M wrote:Isn't it the same system used in MAG? It was good for non laggy games. Still it was sh*t when you played on a battle server far away from you... I mean people dyiing behind cover, me dying behind cover etc.... They should think about something new. This game is going to influence Eve too, they can't let connections to decide the faith of every single game.
Connection is more unfair now then if they changed it to what I say. |
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blue gt
Algintal Core Gallente Federation
22
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Posted - 2013.04.08 00:39:00 -
[11] - Quote
actualy with a good double check server side (good ping time and LOS at time stamp say) you could be right, granted this could lead to all sorts of horrible hit detection errors in a laggy game but Ive seen horrible stuff like this already. At least my high damage slow fire rate rounds would fire and fire on time. |
Maken Tosch
Planetary Response Organisation
1934
|
Posted - 2013.04.08 01:06:00 -
[12] - Quote
Laheon wrote:No. Can also lead to lag switching. Hit the lag switch, jump out of cover, shoot someone in the head x5 with a scrambler pistol, jump back in cover, hit the lag switch again, the guy's dead, as the client has told the server that you''ve hit, despite the server never registering you as having jumped out of cover.
Aimbots aren't the only threat.
Actually that wouldn't work. Remember, the OP said that the server would check the data for consistencies.
Example:
For the sake of this argument, let's assume that your PS3 is rigged with a lag switch. If you flip the switch to ON then come out of the corner to shoot and then return to that corner before flipping the switch to OFF, the client (the software installed in your PS3) will send out the data telling the server you popped out of the corner and shot your enemies on their heads. However, the server has checked the data and sees that you never left the corner in the first place between the time it stopped receiving data from the client and the time it resumed receiving data. As a result, the server refuses to apply the damage you dealt because there were inconsistencies in the data received.
On top of that, the data may also include time stamps. These time stamps can be used by the server to see if the damage applied matches the time the server last saw you do it. If the server never saw you apply the damage, it will refuse to accept the data. This is also used to determine if anyone is trying to circumvent the system which is a serious offense punishable by a potential permaban depending on the severity of the offense.
Keep in mind that CCP has an entire security team dedicated towards thwarting any and all attempts to manipulate the client and the server. They have banned players by the thousands in a single day alone (much more if you account for the entire 10-year span of Eve Online) and are even capable of tracing RMT (real-money trading) activities between two accounts that would seemingly look unrelated. Those of us who have spies in the RMT communities have seen reports come in about RMT/BOT users seeing all of their accounts banned, their assets/ISK confiscated, transactions reversed, and their characters flagged from being able to be traded for ISK on the Character Bazaar market. This includes accounts that have not been used for botting or RMT but are tied to such ill-willed users.
CCP is no fool when it comes to this stuff. Those of us who have seen CCP in action can affirm that trying to manipulate CCP's system to gain an advantage will bring out CCP's wrath. |
Ryder Azorria
Amarr Templars Amarr Empire
173
|
Posted - 2013.04.08 01:57:00 -
[13] - Quote
Maken Tosch wrote: CCP is no fool when it comes to this stuff. Those of us who have seen CCP in action can affirm that trying to manipulate CCP's system to gain an advantage will bring out CCP's wrath.
Dust514 II: The Wrath of Sreegs. |
Vethosis
Universal Allies Inc.
0
|
Posted - 2013.04.08 01:58:00 -
[14] - Quote
The hit detection for Breach AR's don't work a lot :( |
Zekain Kade
BetaMax. CRONOS.
1180
|
Posted - 2013.04.08 03:21:00 -
[15] - Quote
I like how almighty thinks he knows what he's talking about. |
ALM1GHTY STATIUS
Imperfects Negative-Feedback
293
|
Posted - 2013.04.08 05:03:00 -
[16] - Quote
Zekain Kade wrote:I like how almighty thinks he knows what he's talking about.
I like how I do know what I'm talking about. |
TEXA5 HiTM4N
ROGUE SPADES
54
|
Posted - 2013.04.08 05:55:00 -
[17] - Quote
the solution is to make hit detection client side and have the server side check the client for code that should not be there. this would prevent modders from messing with the client using the client in game. its almost easy to do it with the unreal engine. |
ALM1GHTY STATIUS
Imperfects Negative-Feedback
293
|
Posted - 2013.04.08 06:00:00 -
[18] - Quote
TEXA5 HiTM4N wrote:the solution is to make hit detection client side and have the server side check the client for code that should not be there. this would prevent modders from messing with the client using the client in game. its almost easy to do it with the unreal engine.
You should try reading OP. |
ladwar
Dead Six Initiative
96
|
Posted - 2013.04.08 06:01:00 -
[19] - Quote
TEXA5 HiTM4N wrote:the solution is to make hit detection client side and have the server side check the client for code that should not be there. this would prevent modders from messing with the client using the client in game. its almost easy to do it with the unreal engine. actually that is how its ran... that why sometime you'll die after you moved around a corner. |
TiMeSpLiT--TeR
Planetary Response Organisation
360
|
Posted - 2013.04.08 06:13:00 -
[20] - Quote
ALM1GHTY STATIUS wrote:Hit detection is currently based on server side, meaning even if you shoot at an enemy dead on on your side of the game (aka your screen/system) you will have to shoot slightly ahead of him in order to make contact because of the time it takes for your system and the server to communicate with eachother, he's slightly ahead.
Now CCP certainly does have legitimate reasons for making hit detection this way, in a game like Dust if someone hacked the game and made an aimbot it could easily destroy thousands of matches (which would probably mean a game-wide rollback) however I believe this is not the answer to that looming threat as it does (for gamers of high-medium caliber) make the game less enjoyable.
I believe the best route for an anti-hack and fair system would be server side damage application. This would mean instead of the player having to compensate for the ping between the system and the server, a system would send the information about what it hit, and before the server applies damage it checks the data. This is a sufficient ant-hacking and enjoyable solution for everyone.
What's your thoughts errybody?
will the result be like getting hit behind cover? |
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