Thursday, April 12, 2012

So all names, effects, abilities, prefixes, etc. are available client side - Page 4

[:1]It's very informative into how *exactly* runes will work. The interview blurbs and piecemeal information do no justice to the real technical workings.

On one hand, runes + D3's skill system == skill system from D2, but on the other hand, it does somewhat confirm that a "rich" player could buy himself rank 9 runes and be significantly more powerful than other players, and therefore for a brief time be "P2W" until others catch up from legit methods.|||P2W in PVP maybe, but who cares about that?|||Quote:








P2W in PVP maybe, but who cares about that?




Who cares about the game being competitive at all? Please go.|||Quote:








Who cares about the game being competitive at all? Please go.




LOL, please go? You go. It's not a competitive game. At all.|||Quote:








It's very informative into how *exactly* runes will work. The interview blurbs and piecemeal information do no justice to the real technical workings.

On one hand, runes + D3's skill system == skill system from D2, but on the other hand, it does somewhat confirm that a "rich" player could buy himself rank 9 runes and be significantly more powerful than other players, and therefore for a brief time be "P2W" until others catch up from legit methods.




P2kill monsters faster than the other guy

Even if someone does "P2W" in PvP then they just cruise through a few ranks and end up at a spot with similarly geared players, and then it just comes down to how well you play and understand your character.

I thought the rune skill videos and various explanations from Jay Wilson did a pretty good job of clearly illustrating the drastic changes and endless possibilities that can occur with runes, but that's just me. Most everyone knew it would be awesome, but we just didn't have data mined details to tell us exactly what everything does, which is understandable because previews of games never equal an info dump.|||Quote:








Yeah, this whole 'pay2win' mantra needs to die, as it's complete nonsense. This is a co-op game. Buy all the gear you want - who's being cheated? Is it Diablo? Is Diablo going to be mad that you're buying gear?

The PvP system doesn't matter either - Blizzard has already said they have no interest in trying to turn it competitive, or make it an e-sport. In fact, look up the 'Shut up PvP guy" quote from Jay Wilson. Regardless of THAT even, the system will work similar to SC2 - you'll only ever be matched against people of your own skill and gear level. So you're never actually even going to be inconvenienced by that guy who's supposedly "paying2win".

It's a nonsense argument, and the only people still trying desperately to hold onto it are the people who still nonsensically oppose the RMAH.

Back on topic - Yaak made a good point that I'd just like to elaborate on.

Basically, anything that's computed/generated/stored client side can be manipulated and is open to hacks. That's why things like the RMAH, item generation, boss scripts, etc. will sit server-side - so the player can't manipulate them.

Things like player movement still sit client-side (this is the same as in WoW), and the reason for that is so that you don't get that horrible rubber-banding when you move your character and there's lag to the server.

This game still CANNOT have an offline mode, because in order to do that, EVERYTHING the game requires to run would have to sit on YOUR COMPUTER. That means the item generation, among other things. Blizzard would have NO WAY of knowing if, while playing offline, you hacked in all your items, and then went online with them. This is why the IMPORTANT things that have an effect on the game world and everyone else's experience HAVE to stay on the server, and have to be KEPT OUT of potential hackers' hands.

Hopefully this helps clear up the issue for the 'WAHHHH, WAHHHH, BLIZZ Y U NO GIEV OFFLINE!?' crowd.




100% credited!|||Am I supposed to be pissed Diablo uses the same "file system" as WoW. Probably not.

Though I'm not worried it will cause hacks or dupes because they really should know what they're doing. Modifying any of the client-side files (if there'll even be files at release) will most probably keep you from getting online and playing Diablo at all.|||I can only suppose that the leaked info is only textfiles (aka all the texts that can appear on your monitor while playing). It make sense that they are client side because of localization (aka different texts for different languages).

Like for example Barbarian runestone effects.

"Rune_A#Barbarian_WrathOfTheBerserker Insanity

While active your damage is also increased by [{Script Formula 8}*100]%. "

the text will be taken from local client, but the Script Formula 8 will be run on server and passed to client.


Quote:








This game still CANNOT have an offline mode, because in order to do that, EVERYTHING the game requires to run would have to sit on YOUR COMPUTER. That means the item generation, among other things. Blizzard would have NO WAY of knowing if, while playing offline, you hacked in all your items, and then went online with them.




I have seen this argument alot, but it's so not true. Look at Diablo2 and tell me if it was possible to transfer the single-player items to closed BNET... It wasn't.

If all the code was on the client, I can see hackers and especially bot creators could have benefit from all the code they can read. On the other hand, all game mechanics are only exclusive to Blizzard now, so we won't be able to determine monster drops mechanics and odds, skill mechanics, formulas etc. (knowing the game mechanics is very important to me... and yeah no more drop calculator...)|||Quote:








Blizzard would have NO WAY of knowing if, while playing offline, you hacked in all your items, and then went online with them. This is why the IMPORTANT things that have an effect on the game world and everyone else's experience HAVE to stay on the server, and have to be KEPT OUT of potential hackers' hands.




This is such bull****. You couldn't take your offline characters online in D2 either, unless you played open b.net. So putting it like this is completely pointless. All of the D2 dupe exploits are just a result of ****ty client server code. Not people hacking characters offline and taking them online.

I understand certain things have to stay server side when you're playing online. But how does having a separate part of code for playing offline make online duping easier?|||but why is there so many wow private server?

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