Thursday, April 12, 2012

So all names, effects, abilities, prefixes, etc. are available client side - Page 5

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If you allow people to play offline, the entirety of all the game's important functions, and their code, has to sit offline too. Where people can access it.

Your statement above was mitigiated by the fact that they WOULDN'T let you take your character online. I was speaking in the more general sense that if they DID let you somehow use your offline character online, then the EXACT SITUATION I DESCRIBED ABOVE WOULD HAPPEN.

Learn to read and comprehend before you respond.




That's not the problem though. The fact is you can not take your offline characters online. It's been like that in D2 and it would be the same in D3.

Nobody is talking about taking offline characters online. I'm talking about having a separate offline experience and why Blizzard refuses to add it to the game. And so far I haven't seen any good explanation for it.

So what if people can access the game's "important" functions offline? They can't take their single player exploits online so what's the problem?|||Quote:








but why is there so many wow private server?




I don't know how many is "so many", but private servers for WoW are for slackers and cheaters who want godmode for whatever reason; it isn't because there is some type of failing on Blizzard's part, at least as far as Wow is concerned.|||Quote:








That's not the problem though. The fact is you can not take your offline characters online. It's been like that in D2 and it would be the same in D3.

Nobody is talking about taking offline characters online. I'm talking about having a separate offline experience and why Blizzard refuses to add it to the game. And so far I haven't seen any good explanation for it.

So what if people can access the game's "important" functions offline? They can't take their single player exploits online so what's the problem?




I don't think we'll ever hear Blizzard admit that they want everyone online because they want more people using the RMAH, or they want you online for marketing purposes...which are the only two reasons anyone who doesn't believe the official reasons suspect.

Fighting against online only is almost quixotic at this point; they have not flinched in this stance, since announced (I know Bash was somewhat wishy-washy about it previously)...there is far too much apathy on the subject to make them reconsider, imo.

Personally, I would have liked offline mode...I can deal with being online...but I can't say I am cheerful about how they have handled the situation.|||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.




Whoes client in a 4 player game? Exactly!

How it will likely work is that the server will say where the monster should go and each client does the pathfinding to make the monster get there. It would be absurd to have the server do pathfinding for all monsters in all games simultaniously. You'd need monster servers |||Quote:








but why is there so many wow private server?




Because they all use the MANGOS, which is open source and freely available for anyone to download.

MANGOS is also missing a lot of functionality, which makes it alright for messing around with but not much fun to play, given the amount of things that are broken.|||Quote:








The fact that you don't think what I was bringing up regarding taking your offline characters online has nothing to do with it - it was a point of hyperbolic discussion and to elaborate more on the client/server architecture.

Regardless, you underestimate the amount of code which is STILL PERTINENT TO THE ONLINE EXPERIENCE which would also have to be included in the offline variant. These are things which WILL MAKE THEIR WAY TO AFFECTING THE ONLINE GAME. Blizzard DOES NOT WANT YOU TO HAVE THIS CODE. I don't know how many others ways this can be put until you understand it. Just because you don't like it has no bearing WHATSOEVER on the legitimacy of their restrictions.

You can keep saying 'it's not a good explanation' as much as you want. It doesn't change the reality of the matter that IT IS A GOOD EXPLANATION, but that you're just too hardheaded and whiny to see beyond your own nose in the matter.

There will be NO OFFLINE MODE.

This WILL NOT CHANGE.

Blizzard has VERY GOOD reasons for doing it.

It's time for you to get over it.





Yeah, try playing on one of those some time. Be sure to tell me all about the impressive monster AI while you're there.




That's a lot of shouting without answering any of my questions. What parts of the code does Blizzard not want us to have and why? You keep saying the same crap like "you underestimate the amount of code which is STILL PERTINENT TO THE ONLINE EXPERIENCE" but don't back it up with any argumentation.

You need to grow up and learn how to have a normal discussion.|||Quote:








That's a lot of shouting without answering any of my questions. What parts of the code does Blizzard not want us to have and why? You keep saying the same crap like "you underestimate the amount of code which is STILL PERTINENT TO THE ONLINE EXPERIENCE" but don't back it up with any argumentation.

You need to grow up and learn how to have a normal discussion.




Blizzard doesn't want us to have things like the actual item files and the scripts used to generate items. When you have those things duplication of items becomes a breeze, then it's only a matter of bypassing a rather insignificant server check to get those items onto closed bnet.

Leaving all the scripts and files on the server keeps them safe.

What D3 is leaving on the client machine now is just text data used to display the tooltip information on your interface.|||Yes, no offense Iera but this has been explained probably 100 times already in various threads.|||Quote:








That's a lot of shouting without answering any of my questions. What parts of the code does Blizzard not want us to have and why? You keep saying the same crap like "you underestimate the amount of code which is STILL PERTINENT TO THE ONLINE EXPERIENCE" but don't back it up with any argumentation.




Good point, so lets bring this back to a calm discussion =)

So one of my earlier posts made the following claim:


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Just as with Diablo 3, keeping SC2's server-side code out of hacker's hands goes a long way to slow the rate hacks are discovered, if not outright prevent certain types of hacks.




But then I followed that claim with an analogy involving a blank monitor that didn't really explain in factual terms about how keeping server-side code hidden helps slow/prevent hacks.

So, I'll try to give describing that a stab, but I have to be clear that while I do write software for a living, I don't have experience with anything as complex as Diablo 3's client-server architecture. I've also never tried hacking game software before (or really anything for that matter.) So, its theory and conjecture on my part, but based on factual domain knowledge (that is, I generally know how software works.)

I'm either going to re-edit this post with some explanation stuff, or make a new one, but I'm not sure I have time to "do it right" so to speak.. =[|||Quote:








Blizzard doesn't want us to have things like the actual item files and the scripts used to generate items. When you have those things duplication of items becomes a breeze, then it's only a matter of bypassing a rather insignificant server check to get those items onto closed bnet.

Leaving all the scripts and files on the server keeps them safe.

What D3 is leaving on the client machine now is just text data used to display the tooltip information on your interface.




Why do you say the server side check is insignificant? Isn't that supposed to be the thing that keeps everything safe? If those scripts are being run server side why does it matter if someone has a client side version of it?

You could run that script client side to create an item, but since you have no way of running the server side script or using a client side version of it on the server, why does it even matter?

Even if you could reverse engineer a client side version of the item generation code, if you can't run it on the server doesn't that make it useless?

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