The Star Citizen Thread v5

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I don't take offence, just pointing out that people use personal attacks. I find it interesting that you again go after my emotional state. What is up with that? I see your appology from before didn't mean anything. If it was advice you would have PM's me, instead you opted to do this in public, as such yes it is a personal attack and has been reported. Perhaps you should stick to the topic of SC and not go after other posters.

I've responded to the PM as you will have seen. I will not discuss this on the public forum again.
 
The reason space legs is needed, just imagine when we can land on planets with atmosphere's? You land, lush green vegetation, trees, oceans, streams etc... and you drive around in an SRV......... Not going to cut it is it? The cries of why am I in an SRV I want to go out and explore. So it is needed. I like driving in my SRV and enjoy it, I would also like to leave it and walk around as well, but not imperative, however on an earth like world, or such to just drive around? It would be to lacking to my way of thinking.
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Calebe
 
[video=youtube;OHtIjbBVuTE]https://www.youtube.com/watch?v=OHtIjbBVuTE[/video]

I posted about these guys on the CIG forums ages ago. The crappy point and click ship combat is made for aimbots too, this game is built to fail hard.
 
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I believe what he was trying to say is that everybody has different idea of how far you take the depth — You might want EVE levels of depth, while I want Rogue System levels of depth.

Just saying the word depth and automatically expecting that everyone is talking about the same level, or even same part of the game (whether scanning or flight model) is counterproductive.



I personally have tons of problems with Elite's depth - Which does include the "press-button-to-scan" and "look-at-it-for-X-time"...it's the whole reason I've never gone on longrange exploration.

Perhaps, but many people don't seem to understand the difference between depth and complexity.

[video=youtube;jVL4st0blGU]https://www.youtube.com/watch?v=jVL4st0blGU[/video]
 
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Didn't Genuine Roberts go to great lengths to ensure that each round, when fired, had it's bullet trajectory calculated from the exact time of it's exit of the barrel, following real ballistics, and interacting with all objects in it's path using proper materials physics for the ultimate in realism, immersion, and fidelity?

:D
 
Didn't Genuine Roberts go to great lengths to ensure that each round, when fired, had it's bullet trajectory calculated from the exact time of it's exit of the barrel, following real ballistics, and interacting with all objects in it's path using proper materials physics for the ultimate in realism, immersion, and fidelity?

:D

I can't recall but it sounds exactly like something he would say.
 
I can't recall but it sounds exactly like something he would say.

I'll see if I can find it. I do remember it was discussed at one of the live presentations - like that narrows it down.

However - if wall hacks will work, that suggests that everything is merely intersection and hitscan at the computational level. There is no "physics" involved. There are no "materials".
 
Now they'll spend a couple of years working on a revolutionary anti-cheat system, before ditching it and announcing a "partnership" with some existing middleware provider.
 
One of the things I remember lots of people banging on about back in '13, when I still had a stiffy - or a semi at least - for this project, was that because it was going to be client/server rather than filthy peasant P2P - cheats were going to be a lot more difficult.

What happened to that?
 
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And infiltrate planetary outposts, and explore alien ruins...

Should have explained myself a bit better. I was thinking more along the lines of floating rather than walking. Maybe easier to implement, not sure, as I know nothing about game development. ;)
 
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Well - even on a C/S setup - unless the server is parsing every single transaction making sure that everything meets internal (and publically unknown) checksums before it passes that information on to every other player as known good data, it only takes one compromised client to take advantage.

Thing is - that takes a long time, especially over the internet, so it leads to lag. You can also parse the clients themselves and make sure they are not compromised - many games do this (including Elite) - but it's not too difficult for someone determined to either use a workaround to hack the check themselves, return a false negative, not give a return at all, use the hack and hope it stops in time for the next retry - or just go full-out and use the client checks to maliciously ban players with simple string sends in chat - like VAC in the old days.
 
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Well - even on a C/S setup - unless the server is parsing every single transaction making sure that everything meets internal (and publically unknown) checksums before it passes that information on to every other player as known good data, it only takes one compromised client to take advantage.

Thing is - that takes a long time, especially over the internet, so it leads to lag. You can also parse the clients themselves and make sure they are not compromised - many games do this (including Elite) - but it's not too difficult for someone determined to either use a workaround to hack the check themselves, return a false negative, not give a return at all, use the hack and hope it stops in time for the next retry - or just go full-out and use the client checks to maliciously ban players with simple string sends in chat - like VAC in the old days.

Well if every bullet trajectory is to be calculated then surely parsing every single transaction is non negotiable - not to mention trivial for a project of this magnitude!
 
I posted about these guys on the CIG forums ages ago. The crappy point and click ship combat is made for aimbots too, this game is built to fail hard.

Well, it was bound to happen.

But wait, wasn't that 'crappy peer to peer' was who enabled hacks and client/server was 'teh savior'?

edit: Ok, I understand it is pre-alpha, this hopefully will be fixed...but wouldn't be something like this you would want to prevent outright at release of even pre-alpha build?
 
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