Nemmyz 4 Posted August 31, 2012 (edited) I don't get why do you send all entities of the game server to every player regardless of range. It's waste of bandwith.You should only send information from the region the player is at. There's an undetected hack out there that reads the information that server sends from memory and prints player locations, tents, vehicles, etc on a map.Please consider this changing this, as you will benefit performance wise and hackers benefit less from using the hack. Edited August 31, 2012 by Nemmyz 3 Share this post Link to post Share on other sites
Pirx 0 Posted August 31, 2012 Should do a mess of desync... Share this post Link to post Share on other sites
Nemmyz 4 Posted August 31, 2012 You clearly don't know what you're talking about. Only sending the information of entities that the player can actually see isn't going to cause any 'mess of desync'. Share this post Link to post Share on other sites
Pirx 0 Posted August 31, 2012 Well, it would. e.g. if the server lags and you fly a huey then you would be invisible for any other player because you are far away from then till they vehicle could loaded for them. Share this post Link to post Share on other sites
Nemmyz 4 Posted August 31, 2012 (edited) It doesn't work like that. All the MMO's do this, because sending everything on the map regardless of the players range to the entity is just plain retarded.How often do you see invisible enemies on World of Warcraft for example(The loading process upon logging in doesn't count)? Edited August 31, 2012 by Nemmyz Share this post Link to post Share on other sites
Frozen (DayZ) 144 Posted August 31, 2012 that`s quite a good point actually. i`m not sure how easy it will be codewise and how it will affect server load, but it should reduce lag for clients.i dont think that player that is somewhere near devils castle should suffer fps drop, because there is a lot of barbed wire in cherno 3 Share this post Link to post Share on other sites
Nemmyz 4 Posted August 31, 2012 (edited) that`s quite a good point actually. i`m not sure how easy it will be codewise and how it will affect server load, but it should reduce lag for clients.i dont think that player that is somewhere near devils castle should suffer fps drop, because there is a lot of barbed wire in chernoIt depends on how big the regions are really, it wouldn't require much resources of the server. But I think the clients performance is the top priority. Edited August 31, 2012 by Nemmyz Share this post Link to post Share on other sites
Nemmyz 4 Posted August 31, 2012 Another thing which is the cause for all these 'hackers' is that the game design is just complete crap.. How often do you see a game which can be manipulated to do whatever you want? How often do you see a MMO like that? You don't.You're simply allowing too much clientside for a multiplayer game. Share this post Link to post Share on other sites
mio.rogvall@gmail.com 107 Posted September 1, 2012 Another thing which is the cause for all these 'hackers' is that the game design is just complete crap.. How often do you see a game which can be manipulated to do whatever you want? How often do you see a MMO like that? You don't.You're simply allowing too much clientside for a multiplayer game.DayZ is not a game. Yet. Share this post Link to post Share on other sites
Nemmyz 4 Posted September 1, 2012 (edited) The same shit happens on ARMA2 aswell which DayZ is based on. I didn't intend to say it to DayZ developers only. I'm saying it to whole Bohemia Interactive. Edited September 1, 2012 by Nemmyz Share this post Link to post Share on other sites
pwajnkaim 1 Posted September 1, 2012 Another thing which is the cause for all these 'hackers' is that the game design is just complete crap.. How often do you see a game which can be manipulated to do whatever you want? How often do you see a MMO like that? You don't.You're simply allowing too much clientside for a multiplayer game.I'm not good with this coding stuff but didn't he say this will make it so the server has to do more things then the client?It depends on how big the regions are really, it wouldn't require much resources of the server. But I think the clients performance is the top priority. Share this post Link to post Share on other sites
EndlessNight 103 Posted September 1, 2012 Another thing which is the cause for all these 'hackers' is that the game design is just complete crap.. How often do you see a game which can be manipulated to do whatever you want? How often do you see a MMO like that? You don't.You're simply allowing too much clientside for a multiplayer game.I love it when people talk shit about a game they have no Idea about, didnt know Arma 2 was a MMO sorry..besides, there is a REASON why you can manipulat Arma 2 how you want, I dont want to go any deeper that would be off topic, but please, if you have no idea just let it be Share this post Link to post Share on other sites
Nemmyz 4 Posted September 3, 2012 I love it when people talk shit about a game they have no Idea about, didnt know Arma 2 was a MMO sorry..besides, there is a REASON why you can manipulat Arma 2 how you want, I dont want to go any deeper that would be off topic, but please, if you have no idea just let it beSorry to break it up to you, I do know what I'm talking about. I'm not talking shit, I'm talking about how it is. ARMA 2 Multiplayer design is shit and allows too much for client. Share this post Link to post Share on other sites
Mos1ey 6301 Posted September 3, 2012 How often do you see invisible enemiesHURR DURR xD Share this post Link to post Share on other sites
Photolysis 25 Posted September 3, 2012 (edited) Giving the client limited information on a need to know basis is a standard performance optimization and good for security and anti-cheating purposes.It means the server can cope with more players, players are able to enter the game faster, and any cheats that do exist are reduced in effectiveness.These issues are present in Arma II by design but that doesn't mean it shouldn't be changed for DayZ. Edited September 3, 2012 by Photolysis Share this post Link to post Share on other sites
racdenis 6 Posted September 3, 2012 I don't get why do you send all entities of the game server to every player regardless of range. It's waste of bandwith.You should only send information from the region the player is at. There's an undetected hack out there that reads the information that server sends from memory and prints player locations, tents, vehicles, etc on a map.Please consider this changing this, as you will benefit performance wise and hackers benefit less from using the hack.Man, did you see 5km sniper shots on YT? So, if this will be 'the range of loading', undetected hack will get info about these 5km radius. Share this post Link to post Share on other sites