RE: [GD-Design] Off-line vs. on-line play and cheating
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From: Jamie F. <ja...@qu...> - 2002-07-22 17:50:59
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i'm not absolutely sure what you're asking for here, brian. one issue of balance here has to be: can you play the game offline and _never_ come online? in that case, it would be irritating to have everything you'd ever discovered permanently listed as 'claim pending'. possible solution, but maybe too intensive: part of the claim verifying process downloads a replay of the claim, and plays it back to make sure it's not a complete fib. it would be much harder to generate a convincing replay than a hacked file </claim> (and even if they've hacked the exe in some way for it to be easier for them to win in a fight, it'll stop them claiming half the universe in one go, which they could do if they've cracked the file format) jamie -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Brian Hook Sent: 22 July 2002 18:32 To: gam...@li... Subject: [GD-Design] Off-line vs. on-line play and cheating Preface: Probably the #1 problem people complain about with on-line gaming are potential cheats, hacks and exploiters. As most people know, the only way to "prevent" this is to make the server final arbiter on all important decisions. Question: We're working on a game design that, at its core, is just a vast space exploration RPG, but which happens to have the ability to connect with other players at a central server so they can interact, trade, adventure together, etc. The thing is, there's nothing inherently multiplayer about the design -- much of the gameplay could be done by hosting a loopback server on a player's system, just like Quake, etc. The problem, of course, is the ability to cheat. Even more severely is that cheating can affect your persistent persona, possibly ruining the game for others if you hack your local character descriptio then connect on-line with an overpowered character. So while I intellectually recognize this as a mostly unsolveable problem, it bothers me somewhat that the game can't be played "safely" as a single player game while at the same time allowing you to interact with others when the ability arises. A classic example is that you want to explore, do some spaceship upgrades, and perform other non-social activities. You can do all this sitting on an airplane if necessary, and in theory won't need a net connection. When you do get a chance to login, you "diff" your state with the server's state, and then continue on your merry way. Since the universe is procedurally generated from a pre-determined seed, by definition everything your local server generates will be in sync with whatever the persistent server generates, so there won't be any synchronization issues. The only problems will be when two players compete for the same resource, and one "claims" the resource off-line. This is easy enough to solve by simply stating that the first player on-line gets to take their claim, e.g. you discover and name a mineral rich planet, now you want to log-in to "lock in" your claim. Other issues like this can also be solved the same way. Instead of chalking this up as impossible because of practical constraints having to do with cheating, local files being open to countless attacks, etc. I'm curious if anyone has thoughts on the problem and possibly a look at it from a different direction. I'm not sure how Battle.net handles it, but I presume that on-line players can't bring off-line characters with them. Brian ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ Gamedevlists-design mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-design Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=556 |