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Originally posted by MajorBiggs
Right, well... we'll see when it comes out. |
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5/27/09 4:05:28 AM#42
Originally posted by Magnum2103
Firstly, the single player thing, I know, I was taking the piss. Now on with the rest of the discussion. Why do you think they use cshd? You got it! They have NO CHOICE. For an mmofps to work they HAVE TO use cshd, the internet simply isn't in a possition to support anything else with results that would be playable. Edit: After rereading this Irealised it would be possible but it would require a server array so vast in size that the game would become unprofitable or have subs in the $100's, even then with diminished returns I'm not convinced. This leads to a few points, what is the reason that all non fps mmo's use serverside? Because people cheat, plain and simple, they cheat whilst even playing single player games. So when they are given the chance to port everywhere and pwn peeps they do. Now in some games that may not be a big thing as it may not impact other peoples game, but in an mmofps is absolutely gamebreaking, as DarkFall is finding out. Now lets take planetside as an example, I still play and have done since beta because I can accept that there are a huge number of hackers playing but from experience I can still beat them if they are crap or new. But it really doesn't matter how experienced I am if they can instant 2 shot bolt driver me while cloaked. Unless a dev or GM is actively watching at the time they hack there is no way they are getting banned. For most people this is where they hit the unsub button. Now lets take Darkfall which also uses cs but also has more traditional mmo features such as loot and grinds etc then we are talking a whole new level of fked up. Instead of just invisibly one shotting me he can also loot all my gear and cash. Once people realise (as they eventually did in ps) how easy it is to hack, they leave after pissing around for a bit themselves, the game loses any value or sense of acheivment. Thats why serverside is not only superior to clientside in an mmo but is imo vital. Now while its true that in games like cod and cs it is still possible to hack it is not possible to port about the place, fly, alter damage values, go invisible. In fact the only aspects of those game that you can hack are.... wait for it.... clientside. But there obviously always has to be a degree of clientside processing the trick is to keep it to a minimum and have no vital data there. ----- |
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5/27/09 6:46:03 AM#43
In my 2.5 years of Planetside, perhaps 2-3 fights out of tens of thousands involved cheating. A ridiculously low number. Perhaps things have changed since I played, but 2.5 years is a damn long time to see that little cheating. So Planetside's "disadvantage" for using CSHD is 2-3 cheaters out of tens of thousands of fights, while its advantage is that in each of those tens of thousands of fights my weapons were responsive, accurate, and landed shots reliably on the enemy. F PS games live or die based on weapon responsiveness - based on seeing your shots hit and knowing they hit. Current SSHD tech is simply incapable of achieving that. If the naysayers cannot cite example games that use SSHD successfully, they're full of crap. Because 99.9% of FPSes out there use CSHD, and it's not by accident: it's because it's better. And the 0.1% of games that try to use SSHD? They're terrible! From all I've heard, DFO is simply a poorly managed game. Poor coding is poor coding. ..which of course brings up the possibility that Gunz is poorly coded -- except that unlike DFO there aren't hundreds of examples of SSHD working in a FPS setting, but there are hundreds of examples of CSHD working. |
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5/27/09 6:59:07 AM#44
Maybe that's why I havent had a chance to enjoy a Fpsmmo? I always thought they felt slow and loose, I could never really get into them like CS or Half-life 2. Maybe one day someone will create one with tight controls and i'll change my tune about RPG only combat systems in mmos. Playing: EvE, Ryzom |
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5/27/09 7:00:09 AM#45
Originally posted by Axehilt
However you must admit the incentive to cheat in a persistant world is much greater than in a game where losing is merely a statistic. In an MMO a simple rumor people are cheating is enough to make paying customers quit. Also you may have been cheated hundreds of times and not know it. Only stupid people cheat in obvious ways. "Any sufficiently advanced incompetence is indistinguishable from malice." ~Greys Law |
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5/27/09 7:03:53 AM#46
Originally posted by zymurgeist That's partly why I'm so convinced CSHD works (that, and the legions of other working CSHD games, and the tiny room of 1 malfunctioning SSHD game.) All that incentive, yet I seriously only witnessed cheating those 2-3 times. |
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5/27/09 8:00:47 AM#47
Originally posted by Axehilt That's partly why I'm so convinced CSHD works (that, and the legions of other working CSHD games, and the tiny room of 1 malfunctioning SSHD game.) All that incentive, yet I was seriously only witnessed cheating those 2-3 times.
So you were only caught cheating 2-3 times? I'm not sure I get your point. I think what zymur was aluding to is that the current fps's mmo or not that use cshd are awashed with hackers, counterstrike or planetside for example. Those are games where there is little to gain from killing, the enemy simply rezzes and heads back with no detriment other than time. In games where there are other things at stake such as loot, flying boats, clan castles etc the draw to cheat and benefits from doing are so much more rewarding how bad will those games be? On a side note if you think you were only killed by cheats 2-3 time in 2.5 years you're delusional. Only last night we had a breko on banning people for being idiots, they were going around insta-capping basses on a cont. He later told everyone how they were all 5 year-vets, how likely do you think it is they only just started cheating and doing something so blatant. ----- |
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5/27/09 8:03:48 AM#48
If everyone saw atleast 2-3 cheaters in game wouldn;t that mean a whole bunch of cheating was going on?
Playing: EvE, Ryzom |
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5/27/09 8:22:07 AM#49
Originally posted by whatamidoing
You said can't even remember the combat from DDO. There have only been a few MMOG's that have tried to implement free aiming systems. Which ones did you try? The only other two I can think of are Darkfall and Spellborn. Both were first time MMOG's by small companies. Just to clarify, I'm talking about non-shooter MMOG's since Oblivion was used as an example.
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5/27/09 8:39:59 AM#50
Originally posted by JGMIII
Cheating was not bad or really relevant until the game hit its 5th year. People need to keep in mind, this game was the first of its kind, no other FPS had this kind of battles (still don't), and it came out in 2003.
People have had a LONG time to make hacks, and due to SOE not developing the game, it only got worse. Its a very old game, with a very old code base, and many many years under its belt. However, until recently, hacking/cheating was not rampant.
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5/27/09 8:40:13 AM#51
Obviously the previous post had a typo (corrected); I don't cheat in games - it ruins the point of them. I make no claims about the existing state of Planetside; at this point it's been out many years, and the dev team has long since been rolled back to the bare minimum needed to keep the game running. It's entirely possible the game is full of cheaters by this point (long after dev support has been sufficient for it). 3 years is a damn long time to run with near-zero cheating though, and they would've kept it near-cheat-free for as long as the community supported the game. With subscriber loss comes dev loss though. I'm not delusional. Those 2-3 times were the only I can recall, and were speedhacking (people zipping around in MAXes). Perhaps if you could mention specific other types of hacks you witnessed, I might remember more? While hacking might be prevalent now, it'd take a lot to convince me it was prevalent in early PS when I played. Mostly because (A) I never cheated and yet (B) I probably received a staggering 50 cheat accusations against me in those same 2.5 years. Most of whom would say in a forum that they'd been victim of a hacker. The vast amount of accusations vs. the tiny amount of actual hacking I witnessed makes it very hard to take hacking claims seriously. |
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5/27/09 10:15:51 AM#52
Originally posted by Sarr
I watched those videos last night, and I have to say: The gameplay on DDO looks absolutely perfect, top notch. Same goes with the graphics, that dungeon looked brilliant and somehow reminded me of Diablo. But, it makes me want to cry that it's just another instanced restricted PvP game. :( _________ |
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5/27/09 10:26:46 AM#53
Originally posted by Axehilt
Counterstrike uses SSHD just like any other source title: www.worldofpwnage.com/pg/networking.php Unreal Tournament and Gears of War use SSHD Battlefield series always have used SSHD The list goes on and on.... These games use client/server architecture otherwise they would be overrun with hacks galore. The server is the authority because clients cannot be trusted reliably of course. Think about it: We have a player named Jimmy that has a hit radius of 10 in a Deathmatch:
Client A sees Jimmy at (34,50) and fires Client B, due to lag, sees Jimmy at (10, 5) and fires
What just happened? Clients, unless they are 0 ping with the server, do not have an accurate representation of the world. In reality, they are merely running local simulations of 'what they think' the actual world is like. The server replicates velocities of all objects in the world to the client to keep them in sync. Only the server has the 'real world' in client/server architecture. Everyone else are like dumb terminals, only outputing their representations of the game world. Thus, the server only trusts the bare minimum of information coming from the client and constantly runs checks to validate they are not running through walls (server side collision detection) and verifying hits
Here is an excerpt from the CS document I'm quoting for clarity: "This screenshot was taken on a listen server with 200 milliseconds of lag (using net_fakelag), right after the server confirmed the hit."
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5/27/09 10:42:12 AM#54
Client side, or server side. Is irrelevant. a good FPS is a good FPS. Please stop with the armchair. In boath cases the quility of the coding and mesures taken are what curb hacking. |
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5/27/09 11:10:00 AM#55
Originally posted by Mrbloodworth Thats the thing its highly questionable how good an MMOFPS is if it has to resort to client side hit detection- a technology that is definitely not in mainstream use in FPS Hard to call something an 'MMOFPS' when it makes a severe departure from basic client/server architecture FPS gamers are used to
My point being, if Planetside really isn't a true MMOFPS then what proof do people have MMOFPS is successful at all? I personally never considered PS an FPS that has never been proof too me. What is more reliable proof of 'twitch' to some extent is Chronicles of Spellborn (to some extent) and Darkfall. I believe DFO at least uses server side hit detection since it relies on projectiles which is the way to go for MMOs. |
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5/27/09 11:19:28 AM#56
Anyway the main kicker against MMOFPS is why should I pay $15 a month for something I can get done very well for free in an FPS? Hell, FPS gamers can even get PVE done much better then MMOs without the grind. We beat Halo 3 a bunch of times and Left 4 Dead is killer fun
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5/27/09 11:27:11 AM#57
Originally posted by mrw0lf
Firstly, the single player thing, I know, I was taking the piss. Now on with the rest of the discussion. Why do you think they use cshd? You got it! They have NO CHOICE. For an mmofps to work they HAVE TO use cshd, the internet simply isn't in a possition to support anything else with results that would be playable. Edit: After rereading this Irealised it would be possible but it would require a server array so vast in size that the game would become unprofitable or have subs in the $100's, even then with diminished returns I'm not convinced. This leads to a few points, what is the reason that all non fps mmo's use serverside? Because people cheat, plain and simple, they cheat whilst even playing single player games. So when they are given the chance to port everywhere and pwn peeps they do. Now in some games that may not be a big thing as it may not impact other peoples game, but in an mmofps is absolutely gamebreaking, as DarkFall is finding out. Now lets take planetside as an example, I still play and have done since beta because I can accept that there are a huge number of hackers playing but from experience I can still beat them if they are crap or new. But it really doesn't matter how experienced I am if they can instant 2 shot bolt driver me while cloaked. Unless a dev or GM is actively watching at the time they hack there is no way they are getting banned. For most people this is where they hit the unsub button. Now lets take Darkfall which also uses cs but also has more traditional mmo features such as loot and grinds etc then we are talking a whole new level of fked up. Instead of just invisibly one shotting me he can also loot all my gear and cash. Once people realise (as they eventually did in ps) how easy it is to hack, they leave after pissing around for a bit themselves, the game loses any value or sense of acheivment. Thats why serverside is not only superior to clientside in an mmo but is imo vital. Now while its true that in games like cod and cs it is still possible to hack it is not possible to port about the place, fly, alter damage values, go invisible. In fact the only aspects of those game that you can hack are.... wait for it.... clientside. But there obviously always has to be a degree of clientside processing the trick is to keep it to a minimum and have no vital data there.
Is Darkfall clientside? That would explain all the hacks..... I never looked into their architecture. |
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5/27/09 11:28:15 AM#58
Originally posted by PatchDay Okay, well the Input Prediction and Lag Compensation sections are the systems I have incorrectly been referring to as CSHD. Now that I've admitted calling them the wrong things, the original point remains: Planetside felt exactly like the Source engine in terms of "when I see a bullet hit locally, I know I've done damage." And that's really the most important thing for a FPS to feel responsive and useful. |
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5/27/09 11:57:37 AM#59
Originally posted by PatchDay Thats the thing its highly questionable how good an MMOFPS is if it has to resort to client side hit detection- a technology that is definitely not in mainstream use in FPS Hard to call something an 'MMOFPS' when it makes a severe departure from basic client/server architecture FPS gamers are used to
My point being, if Planetside really isn't a true MMOFPS then what proof do people have MMOFPS is successful at all? I personally never considered PS an FPS that has never been proof too me. What is more reliable proof of 'twitch' to some extent is Chronicles of Spellborn (to some extent) and Darkfall. I believe DFO at least uses server side hit detection since it relies on projectiles which is the way to go for MMOs.
Being a FPS has NOTHING to do with how its subsystems are handled. a Good FPS is a good FPS, it does not matter if it uses client side or sever side. Planetside uses Client side so it could support 150 x 150 x150 battles. It did this, does it matter how its done? No.
Planetside is a true MMOFPS, one of the first to be correct.
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5/27/09 12:04:24 PM#60
Originally posted by PatchDay Basically it boils down to Planetside offering something no other FPS has offered - incredibly epic warfare. I've played a huge variety of FPSes, and even if you include every non-FPS I've ever played Planetside still stands head and shoulders above any other game in terms of the epic warfare it offered. It's like the futuristic equivalent of the Warcraft 3 intro cutscene where Humans and Orcs pour over hillsides in vast swarms to engage each other. This thread is the first I've heard of MAG. If it's released for PC, it may be the first game to really offer the epic warfare Planetside did, and I'd likely subscribe for quite a while to it. The majority of MMOFPSes seem to provide similar experiences to those found in FPSes, which is sort of disappointing when the best MMOFPS was the one that provided something truly unique, and really capitalized on being an MMO. EDIT: Whoa...people are questioning whether Planetside is a MMOFPS? WTF? My average interaction with other players in WOW ranged from 5-25 players at a time. My average interaction with other players in PS fights was like 30vs30 (with 200vs200vs200 occurring at times, and 150vs150 being very common.) No other MMO deserved the title "MMO" as much as Planetside imo. |
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