desync cost of F2P ?

Sorry if it was answered, but its not openly known i belive.

So basicly its to prevent cheating. Online games take some steps to combat latency but it can never be fully countered and the differance is in trust level between client and server.

Now because its F2P game and there is no way to stop cheaters from playing. Banning is emptry struggle as they will just return. In b2p if they do return it generates income so you can say developer gets paid for banning cheaters.
It's also far more less likely for normal players to attempt to modify their client when they have paid for the game.

So in F2P game everything needs to be double checked by server and server got priority over client. This way cheating becomes rather impossible but at this same time whenever there is differance caused by latency that gets snowballed we experience desync.
Considering how information in this game is distributed between client/server side "cheating" as you call it is rather impossible anyways.
I don't see the F2P connection. You can have F2P games that allow, or even endorse, cheating. You can have F2P games that try their best to prevent it. Nice try though.
is there any successful F2p game that embraced cheating?
You people never will figure out what you are talking about. Yes the server side mechanics contribute. But if GGG would simply remove the mechanics of collision and not hitting desync would be MASSIVELY reduced.

GGG refuses to remove the mechanics of collision and not hitting because they have the completely ridiculous idea that those particular mechanics makes their game more hardcore. Therefore in GGGs eyes desync is a GOOD thing.
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JusticeAndLiberty wrote:
Considering how information in this game is distributed between client/server side "cheating" as you call it is rather impossible anyways.


That's because we have desync.
If they try to fix desync they would have to change that client/server thingy, and at some point that allows cheating. That's why they are not fixing it.

I would be really happy to pay $40 or something to play this game without dying to desync.
I would even pay more.
Desynch isn't the result of latency. It's the result of code that both (1) intentionally does not communicate server position data to clients on a regular basis, and (2) requires that all activity be done according to the server's determination of the game state. The main problem here isn't #2, it's #1. Lack of communication. GGG made a business determination that it would cost them more to increase bandwidth use solving the communication problem than desynch will cost them in lost customers.
That's a point I can understand, it's still sad though.

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Stt3r0 wrote:
Sorry if it was answered, but its not openly known i belive.

So basicly its to prevent cheating. Online games take some steps to combat latency but it can never be fully countered and the differance is in trust level between client and server.

Now because its F2P game and there is no way to stop cheaters from playing. Banning is emptry struggle as they will just return. In b2p if they do return it generates income so you can say developer gets paid for banning cheaters.
It's also far more less likely for normal players to attempt to modify their client when they have paid for the game.

So in F2P game everything needs to be double checked by server and server got priority over client. This way cheating becomes rather impossible but at this same time whenever there is differance caused by latency that gets snowballed we experience desync.


Your argument is based on the assumption that for a paid game, banning cheaters is a complete solution to cheating. It isn't. It's not plausible to catch EVERY cheater, especially for a company as small as GGG. If you release too much information client side, it becomes virtually impossible to detect cheating.

Map hacks don't have to send any "incorrect" or "suspicious" messages back to the server - another program on the client machine just reads the information from memory and shows a full map to the player. Unless GGG wants to hire an army of experts to watch random people play and try to decide if it seems like they are using a maphack (or do something difficult, complex, anti-consumer and legally questionable in some countries like Blizzard's Warden spyware), I don't know how they would even begin to protect against that sort of cheat. That's just one easy example of client-side information that could be exploited in a way that is nearly impossible to detect; there are plenty of other cheats that would be a problem, too.

Look at Diablo 2. Or StarCraft 2. Or countless FPSes. There are TONS of games where cheating is a rampant problem, even though people can get banned and have to buy a new copy of the game if they get caught.

Or, to look at things from another angle: look at WoW or Diablo 3. Both paid games where you can get banned and need a new copy of the game if you cheat, but both of them still use a server-side architecture to avoid cheats. For D3, avoiding cheats is the explicit reason Blizzard gave for using that architecture.

You're correct that doing lots of important game calculations on the server instead of the client is the main reason desync is a serious problem in PoE, and that one of the main motivations for doing it this way is to avoid cheating. You are incorrect in assuming that this has much of anything to do with the game being F2P.
Last edited by solistus#0470 on Nov 10, 2013, 4:11:35 PM
so let me ask you guys, were did they say "we wont remove desync because its used as a tool to keep botting away?" :S

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