I was curious about the network architecture and who determines the behavior of the NPCs. Someone recently wrote that the "Zombie AI" bug in the alpha is due to individual PCs crashing and the NPC AI is left hanging.
Is the NPC AI running on a player client computer?
If so, it would open the door to all kinds of cheating.
It would be rather easy to hack the client or the network traffic and cause all sorts of cheats in the MMO universe. I realize that running the AI on a client computer is a great way to reduce the CPU load on the ED servers, since then the server only has to handle sessions and not the NPC simulation. But with a client hack someone could boost his elite rating, have NPC just drop their cargo or even attack other player ships without any cause. Or even cheat in a private group and bring the winnings to the all group. A couple of questions:
Will the network traffic and NPC behavior be monitored by the server to make sure people aren't cheating? Some kind of spot checks of the server?
How will you catch a cheater if he only cheats if he is alone in a star system?
Will FD ban clients quickly from playing online if they are suspected of cheating?
Can the client be made sufficiently "cheating proof" like other games have tried? I know that bots in WoW are undetectable in e.g. OSX.
Could all AI simulations be "mirrored" and checked on another random player client so that cheating will be spotted? (Similar to HAL in 2001, this would not cause more server load)
What other anti-cheat systems could be used?
Here is the link where someone replied to a questions about the Zombie AI and mentioned that Micheal explained the bug. If the support teams feel it's better to discuss this in the closed alpha forum, feel free to move it even though I don't have access. But I'd guess that "professional gold farmers" will pick up on this pretty quick anyway, especially since ED allows selling credits. Of course there are other ways to cheat with bots anyways to create money (e.g. automated exploring) but hacking the NPC AI would open the door to annoy other players a great deal.
Is the NPC AI running on a player client computer?
If so, it would open the door to all kinds of cheating.
It would be rather easy to hack the client or the network traffic and cause all sorts of cheats in the MMO universe. I realize that running the AI on a client computer is a great way to reduce the CPU load on the ED servers, since then the server only has to handle sessions and not the NPC simulation. But with a client hack someone could boost his elite rating, have NPC just drop their cargo or even attack other player ships without any cause. Or even cheat in a private group and bring the winnings to the all group. A couple of questions:
Will the network traffic and NPC behavior be monitored by the server to make sure people aren't cheating? Some kind of spot checks of the server?
How will you catch a cheater if he only cheats if he is alone in a star system?
Will FD ban clients quickly from playing online if they are suspected of cheating?
Can the client be made sufficiently "cheating proof" like other games have tried? I know that bots in WoW are undetectable in e.g. OSX.
Could all AI simulations be "mirrored" and checked on another random player client so that cheating will be spotted? (Similar to HAL in 2001, this would not cause more server load)
What other anti-cheat systems could be used?
Here is the link where someone replied to a questions about the Zombie AI and mentioned that Micheal explained the bug. If the support teams feel it's better to discuss this in the closed alpha forum, feel free to move it even though I don't have access. But I'd guess that "professional gold farmers" will pick up on this pretty quick anyway, especially since ED allows selling credits. Of course there are other ways to cheat with bots anyways to create money (e.g. automated exploring) but hacking the NPC AI would open the door to annoy other players a great deal.