Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack
redbull.co.uk
redbull.co.uk
> Our server is basically 'dumb', it doesn't do anything in the sorts of processing bullet trajectory, player line of sight or any hit detection at all.
http://www.jc-mp.com/forums/index.php/topic,638.msg4783.html...
Unlike other games which run a full simulation on the server-side, their server (I presume) mostly routes messages between players. This means that the server trusts the client, which is rather poor design for a competitive multiplayer game. Once this is released, players will probably prefer a cheat-free game to a large-scale one.
This is, nevertheless, a fantastic mod. But these people have not yet solved the c10k-equivalent problem for massively multiplayer games.
Btw, is it required to simulate everything on the server side? I know it is the conventional way to prevent cheating, but how about just randomly sampling some of the actions to detect cheating, and ban that user?
But clients are not trustworthy. How do you decide which clients to trust? How long before your 'adversary' discovers your trust methods an replicates them in his client?
"...server which then decides the proper outcome."
This requires processing power. Random sampling is perhaps a possible solution, but if you're overwhelmed with nefarious client activity (50% perhaps) and you're only sampling, say, 10%, still 40% of your gameplay is cheating clients. If you increase your sampling based on finding increases in cheating, you start to overwhelm your server farm.
tl;dr - this is not an easy problem to solve
Any cheating that takes the form of something "possible" for a client to do would be undetectable under such a scheme. (eg aimbotting)
Watching that video, I would guess the environment isn't so much competitive (even single player JC2 is very no-particular-goals-in-mind-just-blow-shit-up oriented) as it is mass chaos. It looked like what would happen if /b/ bought an island. So cheating is probably only a minor concern at this point.
I don't know about you but this sounds like an awesome feature to me
Additionally, Just Cause is about just grabbing the nearest car and gun, then going out and causing chaos. DayZ requires players to spend literally days acquiring equipment, finding vehicles, fixing them. Finding a vehicle in DayZ can be a super rare find. In Just Cause 2, cars are everywhere.
Basically, cheating is a problem in DayZ because of the extreme scarcity of the resources. In Just Cause 2, there is no such scarcity. Therefore, cheating in DayZ ruins the game for everyone. Cheating in Just Cause 2 would probably go unnoticed, unless the cheater decided to become invincible.
Maybe clients could also verify each other. There has been some thought on this topic, but I don't how far the research went.
Guys: You need to email an admin and get yourself unbanned. Most people don't see your posts.
If it's a bad title, it's a bad title. Just leave it alone. Bad titles will be corrected in the comments (like here) or won't be upvoted in the first place. Just stop messing with them.
"How two men made an 1,800 player shooter in their spare time"
"...in the last test players were killed 223,704 times, averaging out at 1.29 untimely ends per second."
You can tell there are pretty often some weird syncing errors, but hey, it's worth it for stuff like this.
There are still plenty of funny movement related issues because of latency, but they don't really affect the game too much.
And it's totally worth it. I sat there laughing for a good long while after someone dumped a jet right into the ground, taking at least 5 people with him.
"They turn up to do everything, from monster truck rallies to dragging boats along motorways with a helicopter just because. Some simply chose to roleplay as Panau City’s air traffic controllers"
>Foote says it’s the politics and the economics of making a game that often has to run on as many as three or four different systems that’s stopping it.
>“We don’t have any schedules or design plans that we have to stick to. We have freedom of imagination,” he says. “I think if game studios had that same freedom, we would see much more unique content coming out.”
This seems very much at odds with APB, which is the only serious effort at a GTA-style MMO I'm aware of. Their interviews were all about how the money and freedom was a curse, that being able to do anything meant they had no idea what to do and ended up with, well, a massive failure.
I have to question whether this is going to last. Goal-less, open gameplay means little in the way of storytelling, and without a way to compete "seriously" between teams it won't have the WoW guild dynamics, so I'm not sure what'll keep people coming back. Anyone know how second life is doing these days?
Impressive work by the developers - even though they've effectively piggy-backed onto an existing game, presumably the engine etc is closed-source and therefore their efforts are worthy of admiration.
I wonder if Multi Theft Auto is still going, I still have my Vice City disc somewhere...
Now look where he is. I find that an awesome progression!
I think this modification is proof that even pointless multiplayer games that are essentially just deathmatch on a massive scale are popular and fun, longevity wise if this were a paid mod I'd expect many would get sick of the boring gameplay after a while.
Different game modes like; Racing mode, Team Deathmatch, Police and Bad Guys, Capture The Flag and good old fashioned single deathmatch. Will be interesting to see how they further improve this, I just went and bought the game because of this mod.
It takes place _inside_ the world of EVE Online (~30-50k online at a time), which is a fully persistent single-server universe.