[:1]The idea behind "online only" was all of that could be kept server side, but now we have people pulling information out of the leaked beta client.
I sincerely hope this is a beta-client-only thing and that information will be removed from the release client.|||Quote:
The idea behind "online only" was all of that could be kept server side, but now we have people pulling information out of the leaked beta client.
I sincerely hope this is a beta-client-only thing and that information will be removed from the release client.
These are just character strings and are stored in the client's side to reduce the interface lag when displaying tooltips and stuff. The important things will still happen on the server's side.|||I see no reason any of this would not be client side. It would be a waste of bandwidth otherwise.|||Quote:
I see no reason any of this would not be client side. It would be a waste of bandwidth otherwise.
Because it would have been possible to add new affixes or modify abilities without patches to the client.
The bandwidth needed to download some bits of text is barely noticeable, and they could cache the likes of ability tooltips after they've been downloaded.|||I'm pretty sure WoW has also things like that stored in users game client. And there is no duping or modifing abilities and items whatsoever.
They said Diablo 3 will have basicly the same infrastructure as WoW, so I'm sure they know what they are doing.|||Quote:
They said Diablo 3 will have basicly the same infrastructure as WoW, so I'm sure they know what they are doing.
Actually, I remember one of the devs saying (I think it was Jay Wilson), that in order to reduce the lag seen by the player monster movement will be handled by the client unlike in WoW, where the server handled this and only sent states and positions to the client. The server would still validate the data sent by the client of course.
Could someone confirm this? I swear I heard it in one of the interviews not too long ago, but I don't know in which one.|||In WoW the the client side game files contain the name/texture/rarity. All the actual bits of info as well as the coding that controls the item creation are server side.|||Quote:
In WoW the the client side game files contain the name/texture/rarity. All the actual bits of info as well as the coding that controls the item creation are server side.
+1
It makes sense that at the very least there's a database of all items and so on so that the client can receive just an ID for each item, etc, and then simply match it with it's graphic assets, name, description, etc...|||Quote:
Actually, I remember one of the devs saying (I think it was Jay Wilson), that in order to reduce the lag seen by the player monster movement will be handled by the client unlike in WoW, where the server handled this and only sent states and positions to the client. The server would still validate the data sent by the client of course.
Could someone confirm this? I swear I heard it in one of the interviews not too long ago, but I don't know in which one.
So we were deluding ourselves thinking Diablo 3 would be secure and (mostly) "hack"-free.
We're getting the same deal as any other Blizzard game: it's exploitable, but they will ban exploiters every now and then, after letting them run amok for a month or two.
Instead of designing it to be secure from the outset, such as by not sending data about unrevealed parts of the map to the client in Starcraft 2, which would make maphacking impossible.
Edit: Actually, that could still work. The server would need to keep it's own idea of where every enemy should be and the client would have to use the same logic. That way if someone modified memory or whatever to move an enemy on the client-side, the server would pick up on it.|||[this message has been deleted]
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