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rooq

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Everything posted by rooq

  1. This is an incredibly good video. I am very happy that you shared this, thank you. There are some scary parallels. There are clearly issues with the steep learning curve of APB, and as a developer you'd be inclined to dumb things down to try and smoothen that out, I've heard people use the argument "Little Orbit shouldn't design their game for the existing playerbase, their efforts should focus on the future players." - but the reflection at 6:55 seems to suggest the exact opposite. Perhaps rather than chasing the mythical retention statistics, you should utilize the intelligence of the veteran player base to identify what works and what does not. Maybe that will lead you to a more sustainable road. Very interesting. It's unlikely that everything is applicable to APB, but I can see a lot of things that make sense.
  2. No, it is not wide open for hackers - but file integrity checks or generally locking down certain files (which has been confirmed in engine upgrade) would help with some issues largely unrelated to internal/external cheats. EAC works pretty decently - so does BattlEye if properly updated and configured, which is harder to do compared to EAC due to the company's structure. Long story. Here's the reality of anti-cheat: No anti-cheat is perfect. No anti-cheat can be perfect. As long as sensitive memory is stored on the client, that memory can be extracted or manipulated to create cheats. That is just how data works. It is just more or less difficult to attain the rights to touch this memory while remaining undetected - but it is never impossible no matter what you do. Given time and resources entire anti-cheats can be reverse engineered and emulated seeing as they are just software after all. The only approach you can take to solve this problem is by moving the sensitive memory to the server side. This is why you do not see cheaters in games like Starcraft, League of Legends or Dota. At least meaningful ones. Because of the fog of war mechanic the server will only transmit data that the player should be able to see. The nature of the genre itself prevents cheats from being useful, and and the simplicity of those games makes it easy to move things to the server side, away from the attacker's control. A good example of this is how cheaters in APB are incapable of manipulating things like car handling or car speed, because the physics simulation for vehicles is handled on the server side. You could technically do the same with player aim and movement and achieve utopia, but sadly the data transmission required would be out of this world and would not work for shooters at all. Our genre simply does not allow for it. It is an endless battle that can not be won - you can only do your best. I could go into the implementation details that explains why you see such a small quantity of cheaters right now, but somehow I don't think forum moderators would allow me to. For reference,Valve decided to mostly give up in implementing client-side anti-cheat, among other things they do the most basic of scanning based on detected cheats and leave it at that. They moved their efforts onto detecting cheaters based on machine learning using VACNet, there's a good summary of that talk here: https://www.youtube.com/watch?v=SnRgW54EWwA I've said it before but I'll repeat it again: Right now historically speaking is the lowest amount of cheaters that I have ever witnessed in this game's history. You see occasional appearances but those people are swiftly removed. The other cheaters that people are seeing are a product of paranoia, an incredibly high skill ceiling and bloated egos. People just can not accept that people can be better than themselves.
  3. Hey gamers what's poppin' Yeah 2012/2014 was great. Remember when you could jump scout from cross the map, and practically snipe people with shotguns? Back when the N-Tec was a laser beam with HB2, when the OSMAW didn't have a charge timer and you were able to perfectly manipulate and predict spawn positions of the enemy by running to certain spots. Yeah those were great times. I definitely want APB to be like a match of Crossfire in HL:AG. Sarcasm over. None of you have any idea what you are talking about.
  4. Hey gamer what's poppin' Do you mind letting us know what anti-cheat can be installed that isn't easily bypassed? I'm very curious.
  5. Breaking: This just in! Most pianists found to be using performance enhancing macros in order to keep up rhythm and tempo. Scientists are baffled!
  6. No comment! Hello there and welcome to WASP Sakebee!
  7. Quick side note. The images posted were just updated to new ones. Turns out I had anisotropic filtering completely disabled, giving all textures a blurry appearance. Thanks @Ketog x)
  8. Loading times are much much faster than current APB. I believe this is already a thing? Time progresses and the lighting/skybox is affected.. Soundscapes even change to crickets at night when you are close to certain foliage. Console doesn't have this yet, but PC has had it for years.
  9. Addresses this - but yes, the draw distance (LOD values) can be higher than on live, as seen on the screenshots.
  10. Citadel is usually like this during prime time.
  11. I think it's known as pixel skipping. RJN tests for this in all of his mouse reviews. I never encountered the issue in APB but I used to get it all the time in Overwatch.
  12. For now I don't believe that we can comment on any specifics beyond the measurements already released. Sorry The only way we can get a true image of this is by opening up for public testing - so I hope we get to that ASAP.
  13. Sure but this would require rewriting the code. I was approaching potential changes from the perspective of not changing code. I am sure that they will overhaul the entire system eventually.
  14. G1 supplied those binary dumps before Little Orbit.
  15. No. Why? The site is constructed using binary dumps originating from Little Orbit - and it is an amazing piece of work. You don't see people complaining about thottbot, wowhead.. etc... No.
  16. I think that is the intent once the engine upgrade is stable enough to do so. Another factor is that the average player wouldn't be able to look past glaring issues. Imagine getting builds with terrible frame rates (this is often the case in game development) would you be able to look past that in order to identify things of importance?
  17. Random in terms of our current perspective based on the game that was actually produced.
  18. All times are in PST - so expect late Friday.
  19. Less of a task than you'd expect, probably. Lets assume that they'll have to do something like that for phasing. I have no idea but I can imagine a lot of difficulties in their path. Yikes.
  20. I like these ideas a lot. Fantastic presentation as well. Good job.
  21. Отдача оружия на рассчитывается по координатам на экране. Она вызывает вращение угла прецессии и угла собственного вращения (углов Эйлера) на камере игрока, основываясь на переменных/статистике оружия. Это ни в коем аспекте не касается твоего разрешения экрана. Возможно, тебе будет казаться, что отдача уменьшилась из-за того, что изображение растянуто шире, чем должно быть в норме, но отдача всё ещё никуда не девается. Твоё восприятие не отражает реальность.
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